Cannabis Indica

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LUDONARRATIVE DISSONANCE IN BIOSHOCK
THE PROBLEM OF WHAT THE GAME IS ABOUT
CLINT HOCKING
In 2006, I praised2 Ian Bogost’s critique3 of Bully4 and lamented the unfortunate
lack of game criticism, as distinct from game reviews. Roughly speaking, we could
say game criticism is for game developers and professionals who want to think
about the nature of games and what they mean. Game reviews are for the public
–for people who play games–and they are intended to help those people make
decisions about which games they should buy. Both are valuable and important
contributions, but sadly, we seem to only have one.
So this is not going to be a review of Bioshock. If you want a review of Bioshock,
you can visit some of the websites listed in the reference section for this article5.
This is going to be a critique of Bioshock. I have completed the game Bioshock
once, from beginning to end. Because it unfolds as a narrative and because this
critique focuses heavily on where the narrative and the play intersect, I believe
having thoroughly played the game once is the correct amount of investment that
ought be given in order to form this critique.
Before I tear into it though, I want to apologize to the folks who worked on the game.
If this was a review, it would be glowing, but as a critique it’s going to be pretty
rough. I mostly really enjoyed this game, and aside from a few minor quibbles that
are inevitable coming from someone who lists System Shock 26 as his favorite game
of all time, I basically think the game is great. In a very important sense Bioshock
lives up the expectations created by its ancestor by inviting us to ask important
and compelling questions, which is wonderful. But unfortunately, in most cases, I
think the answers Bioshock provides to those questions are confused, frustrating,
deceptive and unsatisfactory.
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To cut straight to the heart of it, Bioshock seems to suffer from a powerful dissonance
between what it is about as a game, and what it is about as a story. By throwing the
narrative and ludic elements of the work into opposition, the game seems to openly
mock the player for having believed in the fiction of the game at all. The leveraging of
the game’s narrative structure against its ludic structure all but destroys the player’s
ability to feel connected to either, forcing the player to either abandon the game in
protest (which I almost did) or simply accept that the game cannot be enjoyed as
both a game and a story, and to then finish it for the mere sake of finishing it.
So what is the form of this dissonance and why does it shatter the internal consistency
of the work so totally?
Bioshock is a game about the relationship between freedom and power. It is at once
(and among other things) an examination and a criticism of Randian Objectivism7.
It says, rather explicitly, that the notion that rational self-interest is moral or good
is a trap, and that the ‘power’we derive from complete and unchecked freedom
necessarily corrupts, and ultimately destroys us.
The game begins by offering the player two contracts.
One is a ludic contract–literally ‘seek power and you will progress’. This ludic
contract is in line with the values underlying Randian rational self-interest. The rules
of the game say ‘it is best if I do what is best for me without consideration for others’.
This is a pretty standard value in single player games where all the other characters
in the game world (or at very least all of the characters in play in the game world)
tend to be in direct conflict with the player. However, it must be pointed out that
Bioshock goes the extra mile and ties this game mechanical contract back to the
narrative in spectacular fashion through the use of the Little Sisters. By ‘dressing up’
the mechanics of this contract in well realized content, I literally experience what it
means to gain by doing what is best for me (I get more Adam) without consideration
for others (by harvesting Little Sisters).
Thus, the ludic contract works in the sense that I actually feel the themes of the
game being expressed through mechanics. The game literally made me feel a cold
detachment from the fate of the Little Sisters, who I assumed could not be saved
(or even if they could, would suffer some worse fate at the hands of Tenenbaum).
Harvesting them in pursuit of my own self-interest seems not only the best choice
mechanically, but also the right choice. This is exactly what this game needed to do
–make me experience–feel–what it means to embrace a social philosophy that I
would not under normal circumstances consider.
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To be successful, the game would need to not only make me somehow adopt
this difficult philosophy, but then put me in a pressure-cooker where the systems
and content slowly transform the game landscape until I find myself caught in the
aforementioned ‘trap’. Unfortunately, when we take the first, ludic contract and map
it to the game’s second contract, the game falls apart.
The game’s second contract is a narrative contract–‘help Atlas and you will
progress’. There are three fundamental problems with this being the narrative
contract of the game.
First, this contract is not in line with the values underlying Randian rational self-
interest;‘helping someone else’is presented as the right thing to do by the story, yet
the opposite proposition appears to be true under the mechanics.
Second, Atlas is openly opposed to Ryan, yet again, as mentioned above, I am
philosophically aligned with Ryan by my acceptance of the mechanics. Why do I
want to stop Ryan, or kill him, or listen to Atlas at all? Ryan’s philosophy is in fact the
guiding principle of the mechanics that I am experiencing through play.
Thirdly, I don’t have a choice with regards to the proposition of the contract. I am
constrained by the design of the game to help Atlas, even if I am opposed to the
principle of helping someone else. In order to go forward in the game, I must do as
Atlas says because the game does not offer me the freedom to choose sides in the
conflict between Ryan and Atlas.
This is a serious problem. In the game’s mechanics, I am offered the freedom to
choose to adopt an Objectivist approach, but I also have the freedom to reject that
approach and to rescue the Little Sisters, even though it is not in my own (net) best
interest to do so (even over time according to data on the Escapist forums8).
In the game’s fiction on the other hand, I do not have the freedom to choose between
helping Atlas or not. Under the ludic contract, if I accept to adopt an Objectivist
approach, I can harvest Little Sisters. If I reject that approach, I can rescue them.
Under the story, if I reject an Objectivist approach, I can help Atlas and oppose
Ryan, and if I choose to adopt an Objectivist approach–well too bad… I can stop
playing the game, but that’s about it.
That’s the dissonance I am talking about, and it is disturbing. Now, disturbing is one
thing, but let’s just accept for a moment that we forgive that. Let’s imagine that we
say ‘well, it’sa game, and the mechanics are great, so I will overlook the fact that
the story is kind of forcing me to do something out of character…’. That’s far from
the end of the world. Many games impose a narrative on the player. But when it is
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revealed that the rationale for why the player helps Atlas is not a ludic constraint that
we graciously accept in order to enjoy the game, but rather is a narrative one that
is dictated to us, what was once disturbing becomes insulting. The game openly
mocks us for having willingly suspended our disbelief in order to enjoy it.
The feeling is reminiscent of the Spike Jonze Ikea commercial9 where we are
mocked for feeling sorry for the lamp. But instead of being tricked by a quirky 60
second ad, we are mocked after a 20 hour commitment for having sympathy for
the limitations of a medium. The ‘twist’in the plot is a deus ex machina built upon
the very weaknesses of game stories that we–as players–agree to accept in
order to have some sort of narrative framework to flavor our fiddling about with
the mechanics. To mock us for accepting the weaknesses of the medium not only
insults the player, but it’s really kind of ‘out of bounds’(except as comedy or as a
meta element–of which it appears to be neither).
Now, I understand the above criticism is harsh, and also that it is built upon complex
arguments, so let me clarify a few things.
First, this is not a review. If it was, I would be raving (mostly) about the interesting
abilities, fun weapons, beautiful environments, engaging enemy ‘eco-system’,
freedom of choice, openness to explore, and a mountain of other fantastic things.
But I’m not talking about all of the reasons players should play this game and all of
the reasons they will certainly enjoy it. I am talking about the fabric of the game. I
am talking about the nature of the game at the most fundamental levels that I can
perceive. I am talking about weaknesses that I see (or more importantly that I feel)
when I become deeply drawn into the game and really experience what is being
expressed in its systems and content.
Second, the points I am making may seem trivial or bizarre to a lot of people, and
certainly the arguments the points are built on are complicated. I am sure they are
hard for many game developers to understand and impossible for laymen. Honestly–
I only partially understand what I am experiencing when I play a game as thoroughly
as I played BioShock, and frankly I only half understand what I am saying as I write
this. With the ‘language of games’ being as limited as it is, understanding what I am
‘reading’is hard, and trying to articulate it back to people in a useful way is a full
order of magnitude harder.
So take this criticism for what it is worth. It is the complaint of a semi-literate, half-
blind Neanderthal, trying to comprehend the sandblasted hieroglyphic poetry of a
one-armed Egyptian mason.
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In my rebuttal to Roger Ebert’s contention that games will never be Art10–I asserted
that GTA: San Andreas11 was a more important work of art than Crash12. Now, I’m
not going to bother to announce that BioShock is a work of art. I will, however, point
to another often used film-game comparison… the one that states that games do
not yet have their Citizen Kane13. Similarities between Orson Welles and Andrew
Ryan aside, BioShock is not our Citizen Kane. But it does–more than any game
I have ever played–show us how close we are to achieving that milestone.
BioShock reaches for it, and slips. But we leave our deepest footprints when we
pick ourselves up from a fall. It seems to me that it will take us several years to learn
from BioShock’s mistakes and create a new generation of games that do manage to
successful marry their ludic and narrative themes into a consistent and fully realized
whole. From that new generation of games, perhaps the one that is to BioShock as
BioShock is to System Shock 2 will be our Citizen Kane.
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________________
1 Hocking, Clint. Ludonarrative Dissonance in Bioshock.
http://clicknothing. typepad. com/click_nothing/2007/10/ludonarrative-d. html
2 Hocking, Clint. I stand corrected–partly.
http://clicknothing. typepad. com/click_nothing/2006/11/i_stand_correct. html
3 Bogost, Ian. Persausive Games: Taking Bully Seriously.
http://seriousgamessource. com/features/feature_110206_bully_1. php
4 GameRankings. Bully Reviews.
http://www. gamerankings. com/htmlpages2/928128. asp? q= Bully
5 GameSpot. Bioshock Review. http://www. gamespot. com/pc/action/bioshock/review. html
GameSpy. Bioshock Review. http://pc. gamespy. com/pc/bioshock/815688p1. html
GameTrailers. Bioshock Review. http://www. gametrailers. com/gamereview. php? id= 2610
IGN. Bioshock Review. http://pc. ign. com/articles/813/813641p1. html
Fragland. Bioshock Review. http://www. fragland. net/reviews/Bioshock/1067/
GameCritics. Bioshock Review. http://www. gamecritics. com/bioshock-review
GameRankings. Bioshock Reviews. http://www. gamerankings. com/htmlpages2/924919. asp
1Up. Bioshock Review. http://www. 1up. com/do/reviewPage? cId= 3163060
6 GameRankings. System Shock 2 Reviews.
http://www. gamerankings. com/htmlpages2/185706. asp
7 Wikipedia. Objectivism (Ayn Rand).
http://en. wikipedia. org/wiki/Objectivism_% 28Ayn_Rand% 29
Wikipedia. Objectivism (Ayn Rand). Ethics: Rational Self-Interest.
http://en. wikipedia. org/wiki/Objectivism_% 28Ayn_Rand% 29# Ethics: _Rational_self-interest
8 Escapist Forum. Rescuing Versus Harvesting Little Sisters.
http://www. escapistmagazine. com/forums/read/9. 48000# 318863
9 Spike Jonze directed Ikea Commercial on YouTube
http://www. youtube. com/watch? v= TsQXQGaasUg
10 Hocking, Clint. On Authorship in Games.
http://clicknothing. typepad. com/click_nothing/2007/08/on-authorship-i. html
11 GameRankings. Grand Theft Auto: San Andreas Reviews.
http://www. gamerankings. com/htmlpages2/914983. asp? q= GTA% 20San% 20Andreas
12 IMDB. Crash. http://www. imdb. com/title/tt0375679/
13 IMDB. Citizen Kane. http://www. imdb. com/title/tt0033467/
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JAMES PAUL GEE
Snake and I became
good gamers together.
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PLAYING METAL GEAR SOLID 4 WELL:
BEING A GOOD SNAKE*
JAMES PAUL GEE
* Metal Gear Solid 4: Guns of the Patriots, and the whole series of Metal Gear Solid
games, involve an amazingly complex story which is resolved in this the last game
in the series. I will not detail the story in this paper—because it is too long; I have
never fully understood it; I don’t pay attention to its details when I play (though its
basic themes are important to me); and detailing it would give away many things
people may want to discover for themselves. Readers can look up the story and
all the characters involved on many websites and on Wikipedia, just as I do when
I have forgotten something that I need to know in playing and thinking about Metal
Gear Solid games. There is LOTS to say about Metal Gear Solid 4 only a very
little of which I say here.
Seth Schiesel—a savvy technology journalist who often writes about video games
for the New York Times—had this to say about Metal Gear Solid 4: Guns of the
Patriots:
I play games because of the freedom they afford. In contrast to a book
or a film or a theater performance, a game lets me decide what happens
next, or at least lets me operate under the illusion that my actions matter
…. Metal Gear Solid 4 is not like that. Instead it is a linear narrative by the
Japanese designer Hideo Kojima. You, the player, are along for the ride.
MGS 4 is Mr. Kojima’s world, and you are just passing through for the
moment while he tells you where to go next, what to do and more or less
how to do it (Schiesel 2008)
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Well, Seth is a lot younger than I am. And he does, indeed, know his game stuff.
But in my view, he’s wrong about Metal Gear Solid 4: Guns of the Patriots (hereafter
“MGS4” for short). He doesn’t get it.
But then I have to add: Seth would probably think I’m wrong and I don’t get it.
Despite all the Games Studies efforts to search for a grand theory of games, there
is, in my view, none to be had.
Different types of video games are different. Different types of players are different.
And games and players interact in different ways. My MGS4 isn’t yours and isn’t
Seth’s. Yours isn’t mine. And THAT is the freedom I love in video games.
When I say my MGS4 isn’t yours and yours isn’t mine, I don’t mean the obvious
truth, a truth about any media: different people have different interpretations. That
ho-hum truth is true of books, films, games, and any and every use of language.
What I mean is that in MGS4 I (Jim Gee) am Solid Snake, not you, not Seth, not
even Mr. Kojima, the game’s designer. In fact, as far as I am concerned, Mr.
Kojima is just along for the ride—in his own game to boot!
Well, ok, of course, Mr. Kojima IS in this with me. I am willing to say (I guess)
that it is not just me, but him and me together that are Solid Snake, really. We’re a
team, but I hold the upper hand (I say).
At the end of his review, Seth says:
Of course, by the time those credits did roll, I was ready for the MGS 4
experience to be over. Not that I hadn’t enjoyed it. It was probably the best
near-future action movie I had ever seen. But I was ready to make some of
my own choices. In short, I was ready to play a game.
MGS4 does have long, gorgeous, exciting, amazing, over-the-top-by-any-standards
cut scenes. The final one lasts well over an hour. MGS4 is, indeed, a great action
movie.
However, when I played the game the second time around, on a harder mode,
I cut off all the cut scenes: too bad, then, for the millions of dollars Mr. Kojima’s
spent on them. Hey, there are players who cut off all the cut scenes the first
time around.
But, that—cutting off the cut scenes at least the second time around—is what
the game is designed to have you do. MGS4 is one of those games that you are
supposed to play more than once.
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Why? Well that is what this paper is about, so I shouldn’t tell you now. But I will.
It’s because to play MGS4 “well”, YOU HAVE TO BE A GOOD SNAKE. And you
are a better Snake the second or third time around. There is not just one way to
be a good Snake, though.
So Seth, at the end of his first play through, having seen all those great cut
scenes, should have been “ready to play” MGS4 all over again. And he could have
dispensed with the cut scenes. So much for the movie.
But that’s just my view as a player, not necessarily his. We’re different and his
Solid Snake is not mine and mine is not his (remember). Maybe he doesn’t really
care about Solid Snake. But I do.
So what does it mean to play MGS4? What does it mean to play it “well”? These
are vexed questions (forget—so that we can gradually build to a climax—that I
already told you the answer). MGS4, more than any game I have played, makes
them vexed.
Let me start with something really simple: in MSG4—unlike in any other game I
can remember—playing well can mean playing badly. Most anyone would think,
especially if they are thinking of sports, say, that to play well is to get things right
and do well. But this is not always so in MGS4.
One example: There is a moment in MGS4 where Snake—who in MGS4 is sick,
old, and tired—has to remember a code. Surely forgetting the code is not getting
things right and doing well. But when Snake (my Snake, me) forgets the code—
hey, I’m 60 years old—it becomes part of the story.
Otacon is already worried about Snake’s physical and mental deterioration, as
is Snake himself. This code forgetting just confirms (as the game goes on to
indicate), both for Otacon and Snake, that things are getting worse, as indeed
they are. Aren’t you supposed to forget the code, if you want to go along with the
game’s narrative?
When I was playing the game second time round, Snake (I) got the code right and
Otacon was relieved.[See, Seth, my choice made a little bit of difference].
Which way is right? Which way is “well played”. Who is the better Snake? Hey,
my Snake the first time around is not even my Snake the second time around and
he is never your Snake (remember).
In MGS4 Snake is sick, old, and tired, as I said (due to intentional gene manipulation
of Big Boss’s clones, of which Snake is one, if you must know). He regularly grunts
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and holds his back in pain. He has to inject himself with a special medicine even
to keep going at all.
So when I play badly—when I mess up on sneaking or miss a head shot, when I
have to make do best I can after my mess up—am I playing well? Aren’t I playing
Snake as the sick and tired old man he is in MGS4?
Or am I playing well when I and Snake rise above all the pain and succeed in fine
fashion, as a hero like Snake might very well do? But, then, even in some of the
cut scenes in MGS4 Snake doesn’t do so well this time around. By the end of the
game, he is literally crawling on the ground to meet the final boss, Liquid Ocelot.
Which way is being a good Snake for this game?
You see THAT is what it’s all about for me: being a good Snake in this specific
game (having been a good Snake, too, in all the earlier games). And THIS in a
game that ends [spoiler coming] when Snake’s father (Big Boss) tells him that the
world no longer needs any Snakes, therefore:“Go be a man”.
What for heaven’s sake, does it mean to be a good Snake? What does it mean to
“be a man” for that matter?
So what DOES it mean to be a good Snake? Well this is embarrassing, I must
admit. The first thing (though not the last) I have to say about what it means to
be a good Snake is a bunch of “theory” that got me into trouble in my first book on
video games (Gee 2003/2007).
In my first book on video games I said that video games were a “semiotic domain”.
Lots of reviewers decried my “jargon”(but they were mostly, ironically, academics,
not gamers).
I came to regret using the term. Now, low and behold, what does Mr. Kojima
do in MGS4 but shove it in your face that video games are semiotic domains.
He thereby forces me back to my disgusting jargon (and I hear the readers
creeping away).
Saying a video game is a “semiotic domain” means video games are not pretty
pictures, not “eye candy”. They are, rather,“signs” to be “read”. To play well you
have to read the signs well.
In MGS4, being a good Snake means reading the signs well. So, what’s that mean,
“reading the signs well”? Well, let’s take a quick tour through MGS4, because
MGS4 makes a big deal indeed out of reading signs well.
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MGS4 regularly plays with the medium to get players to reflect on the fact that they
are playing a video game [Some people call this sort of thing “post-modern”, but it
is actually “modernist”, but who cares about these sorts of things in a paper like this
anyway?]. Let me just say that MGS4 constantly “goes meta” in the sense that it
makes you think about the fact that you are playing a video game and does not let
you just play it and forget about it.
Remember those great film-like cut scenes? In some of them we see rain or ice
on the camera lens. This makes us well aware that the action is being filmed. But
wait, it can’t be being filmed, there is no camera, this is a video game!
It’sa regular film technique to do stuff like that, showing muck on the camera lens,
to make the viewer aware the action is being filmed and filmed from a certain point
of view. It calls direct attention to the medium (film) as a medium, rather than
seeing the medium as a transparent window onto the world.
But Mr. Kojima is calling attention to the wrong medium: this is a video game and
not a film and there is no camera. Maybe he is calling wry attention to all the
controversy about how games should not be movies (ala Seth) while they get more
movie-like all the time. Maybe he isn’t. I don’t know.
And, of course, he is signaling what genre of Hollywood film he wants you to
compare his cut scenes to, namely an avant garde action film. But, wait a minute,
there is an irony here. When Snake is at his very best—when you are playing him
particularly well—he sneaks quietly past everyone unseen and there is no action.
During game play, often it’s only when you mess up (as sneaky Snake) and have
to fight it out (as violent Snake) that Snake is in an action movie.
Hey, the cut scenes and the game aren’t the same thing (surprise, surprise). The
game is not acting out the cut scenes. The cut scenes aren’t showing you how
to play the game. So we will have to worry later about what those cut scenes
are doing in this game.[Short answer right now: they are telling you what YOU
owe Snake].
But no matter why Mr. Kojima is showing muck on the non-existent camera, he is
surely telling us to pay attention to the signs: to the rain and ice on the camera.
He wants us to see that these signs signal the fact that this is all artificial, not real,
not a transparent window onto the world, even a fantasy world. It’sa video game
pretending to be a movie, knowing all the while it’sa video game.
MGS4 also constantly makes references to earlier MGS games as games. It
makes constant reference, as well, to the fact that you are playing a video game,
even a violent one, and even suggests that maybe such games are training for real
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violence and, hey, maybe you shouldn’t be doing this. MGS4 even makes several
references to the fact that you are playing on a Play Station 3.
The signs that you are playing a game are rubbed in your face. You are told not to
forget that you are playing a video game, not to mistake it for reality any more than
you should mistake those movie like cut scenes for reality (remember the muck on
the camera).
Some specific examples that I love—and there are many in the game: Snake
ends up in exactly the place where in an earlier game he fought and defeated a
tank by throwing grenades into it. I remember. I did it. Did it damn well, if I say so
myself. But Otacon tells Snake that he has checked with an expert and the expert
told him that no individual could defeat a tank that way. It’s impossible. He asks
Snake how it did it; he marvels that he did it—how did he do it? Maybe it was just
a game, not real. Snake just grunts.
Another example: Deep into the game, Otacon tells Snake that the disk needs
to be switched. He asks him if he sees a second disk. Snake says no. Otacon
says something like, oh, I remember, this is a Play Station 3 with Blue Ray disk
technology. We don’t need to switch disks any more like in the old days. He then
marvels at the wonders of new technologies and Snake tells him “to get a grip”.
Here is another example: One level starts off with the exact 2D game level from
an earlier game. This is a level I remember very well indeed. I have even used
screen shots from it in my talks. You (re-) play the old game a bit and then all of
a sudden it stops and you see that Snake was having a dream. Hey, he dreams
video game dreams.
Yet another example: During those gorgeous cut scenes a little “x” comes on in
the corner of the screen every once in a while. If you keep pushing “x” on the
controller you see flashes of scenes from earlier games—scenes thematically
connected to what you are seeing in the cut scene. The cut scene is totally
realistic looking, but the flashback is out of an earlier game and, thus, looks much
more “primitive”. The realism is ruined (and after all that money spent for the
good graphics!).
This juxtaposition of realism and less realistic graphics from earlier games surely
tells the player that no matter how realistic MGS4 looks—thanks to that wonderful
Play Station 3 technology—it is still a video game and, in core respects, not
different than the earlier games, games which were worse as “eye candy”, but just
as good as games. But then it can’t be the graphics that make a game and the
superb graphics of MGS4 aren’t what makes it a great game.
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Indeed, MGS4 is one of the most realistic looking video games in history. But it
regularly undercuts that realism to underscore that you are playing a video game
—and not just any video game, but an MGS game. Not only do we get all the
references to the earlier games. We also get decidedly unrealistic conventions
(carried over from the earlier games) like a question mark or an exclamation point
showing up over an enemy’s head when he thinks he has discovered Snake (the
question mark) or when he definitely has discovered Snake (the exclamation
point). If question marks and exclamation marks are not signs to read, I don’t know
what are.
So, throughout, Mr. Kojima makes it clear that gamers have to read signs: signs
like the water on the camera, the question and exclamation marks, the flash backs
to earlier games, the wry comments on the fact that you are playing a game and
that what Snake has done earlier (and, therefore, probably now, too) can’t be real.
Why this obsession with signs and reading signs? Why the need to keep telling
you to pay attention to the fact that you are playing a video game and an MGS
game to boot?
Two reasons: First, reading signs of a certain sort in a certain way is what you have
to do when you are playing any video game. That’s why I called them “semiotic
domains”, for all the grief it caused me. Mr. Kojima is just making the same point
in a much better and more entertaining way.
Second: This—reading signs in a certain way—is ESPECIALLY what you have
to do in MGS games in a SPECIAL way, not just because they are stealth games,
but because that is one of the things Snake is good at (reading signs) and you are
supposed to be a good Snake.
Well we are very close to the point now. We have come to the heart of the matter.
But, sadly, I have to pause, because I sort of lied to you.
Remember when I told you that MGS4 “constantly makes reference… to the fact
that you are playing a video game”? Remember when I asked “Why the need to
keep telling you to pay attention to the fact that you are playing a video game and
an MGS game to boot?”(it wasn’t all that long ago)?
Well, the weird fact is that MGS4 does not actually constantly remind YOU you
are playing a video game, it actually constantly reminds Snake. Of course, you
are Snake and so it is telling you, too. But it most certainly is telling Snake. So
it is telling a video game character that he is playing a video game! Isn’t that just
plain weird?
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But Snake can’t be playing a video game, he isn’t real. But it WAS him—Snake
—who defeated the tank (the one that a real person could not defeat, remember),
wasn’t it? Well—ok, maybe no—it wasn’t him, it was ME (as Snake) that beat
that tank. But then real people—and I am real—can’t defeat tanks in that way.
But—ok, I almost forgot—I was only playing a video game. But Otacon told
Snake that it was HIM that was just playing and not beating the tank for real. I’m
confused!
Here’s my idea: Snake’sa gamer. So am I. We’re both gamers. Sounds weird,
uh? Well, ok, stay with me. It will get better (no, actually, it’s gonna get worse, then
it will get better, maybe).
Think about it this way. Mario is really good at jumping. But gamers don’t jump.
Mario jumps and the gamer does something else. Sonic is really good at speeding,
but gamers don’t speed. Sonic speeds along and the gamer does something else.
Riddick is really good at beating people up, but gamers don’t beat people up (so
much for that “games lead to violence” nonsense). Riddick beats people up and
the gamer does something else. Mario, Sonic, and Riddick, whatever they are
doing, THEY AREN’T GAMING.
But Snake IS. What Snake is REALLY good at is just what gamers are REALLY
good at WHEN THEY ARE PLAYING WELL.
And what is that?
Well—sad news, indeed, here—(I told you it would get worse) just at the dramatic
moment when I am about to unveil “the point’, when I am about to tell you “the
answer”, I am going to use another piece of jargon. Surely, you would think I had
learned my lesson by now. Alas, I am (and I hate it, believe me) an academic.
It means that Snake PAYS ATTENTION TO AFFORDANCES, just like savvy
gamers do. Good gamers are really good at paying attention to affordances. And
Snake is really good at paying attention to affordances. In fact, it’s his super power.
So, unlike Mario, there is one thing that Snake does that gamers do too. Snake is
good at what gamers are good at.
So, what in the hell does it mean to “pay attention to affordances”?
An affordance (Gibson 1977, 1979—see, this is old stuff) is something in the
environment that you can use to accomplish a goal. A hammer is an affordance for
banging in nails, if that’s your goal. But an affordance is really an affordance only
if you have the skill to use it. No opposable thumb and that harmer is no longer an
affordance (for you) for nailing. Another example: if you have not taken Skinning
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as a skill in World of War Craft, then stags are not an affordance for skinning for
you, though they are for someone who did take the skill.
So to pay attention to affordances means to pay attention to how your skills match
up with aspects of the environment to take advantage of them as affordances for
accomplishing your goals. It’s all about matching your skills with what’s on offer in
the world, what’s out that that can be manipulated for your purposes.
When you are playing a video game, the skills you have pay attention to—that
you have to match up to the world—are:(a) your skills as a gamer; and (b) the
skills you inherit from the character you are playing (Snake in this case, who,
for example, can’t speed like Sonic, but is good at moving quietly); and (c) the
skills you inherit from the character you are playing that you choose to use (say,
sneaking, rather than killing).
So playing video games as a savvy gamer is matching skills to aspects of the
environment that can become affordances to carry out goals. In MGS4 this means
carefully observing the environment to find good hiding places; to find vantage
points for stealth attacks or sniper shots; to find paths around enemies; to find
just the right place to stand or the right way to move in the environment to defeat
a boss. And much more, all with due regard for your own skills as a player, for
Snake’s skills (remember, he can’t speed), and for what sort of Snake you want to
be and can be (say, a sneaky Snake, rather than a lethal Snake).
Once again, Mr. Kojima is well aware of all this, even without using my jargon. For
instance, in MGS4 he gives Snake a device that just shouts out my affordance
theory: it’s all about matching your skills with your environment.
Snake has a special suit that allows him to meld into his environment (like a
chameleon) so well he becomes virtually invisible. With the suit, nearly every part
of the environment is an affordance for Snake to disappear. Without the suit (and
you don’t have to wear it) he cannot meld and no part of the environment offers him
an affordance for disappearing.
OK, I know some of you think I am making all this stuff up about gamers, gaming,
and affordances. But obviously Mr. Kojima doesn’t, since he devotes one level of
MGS4 to a tutorial on the matter, as if the Octocamo suit wasn’t enough already.
In this level, Snake has to use his “Solid Eye”, a device that gives him hyper-vision
where he can clearly see foot prints, hidden enemies, and other “signs”(like where
loot, such as ammo and rations, are) even in bad light conditions. Raiden (yes,
he’s back) tells Snake that he must track the people who took Naomi (yes, she’s
back), all the while watching out carefully for enemy soldiers.
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But Snake says he really has no tracking skills (oops, that’sa problem). Therefore,
nothing in the environment is going to be an affordance for Snake to track.
Raiden comes to the rescue. He gives Snake a tutorial on how expert trackers
like Native Americans use all their senses to pay close attention to every little
sign (eg, broken twigs, heavier or lighter foot prints, the distribution of the weight
shown by a foot print, sounds, disturbances however small in the environment).
He tells Snake he must read these signs carefully (see, I told you, it’s all about
reading signs). After the tutorial, Otacon coaches Snake through the whole thing.
So Snake (and you) learn to pay very close attention to the environment (thank
god for the Solid Eye). Snake (and you) learn to read all the signs, no matter how
subtle. Then Snake (and you) can use them as affordances to know where to
go—which path out of many choices to follow—so Snake (and you) can pursue
Naomi’s kidnappers without being seen. Snake is getting a lesson, and so are
you, a lesson on tracking and, I argue, a lesson on playing video games, at least
games like MGS4.
Because, after all, Snake is usually good (though not this time) at reading the signs
to use his environment to his advantage. It’s his “super power”. He is always
acutely aware of his environment and has many different skills for getting through
it (and, thus, there are many different ways to play the game, to be Snake). And
you need to be good at this, too, if you are going to be a good gamer and a
good Snake.
Snake can sneak past enemies, he can sneak up on them and stun them, he can
snipe them, he can meld into the environment to avoid them, he can check out his
environment with a robotic drone. He can do much more. And he and you need
carefully to match these skills to the environment to find affordances to accomplish
your goals.
I must say that my Snake was not all that good at the tracking. But remember
Snake said he wasn’t good at tracking. He is just learning, like me. And he is
old (so am I) and sick and tired. So this is another case where not doing well is
doing well (being Snake as he is). But he gets through (not all that badly—for
Snake, for me, or for my Snake—I must say, especially the second time round and
remember I said above that the second time round is important).
So that’s what good gamers do: match skills to the environment to create affordances
for accomplishing goals. That’s what they do when they play Sonic or Snake. So
Snake and I both got a lesson from Raiden, Otacon, and Mr. Kojima on the whole
theory. Get some skills and match them to the environment to accomplish goals.
That’s gaming (later I’ll tell you that that’s life, too).
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But, unlike Sonic, Snake himself is good at THAT—it’s his super power, as I
said—and so he, too, is a good gamer. Snake is a model gamer. He and I
are both gaming, just as GMS4 keeps telling us.[If the point is still too arcane,
then consider this: Mario jumps, gamers don’t. Snake pays close attention to
affordances, gamers do too. Snake and gamers do the same thing. Mario and
gamers don’t. Mario’s great, but this paper’s about Snake].
To be a good gamer is to be a good Snake; to be a good Snake is to be a good
gamer. But remember, Snake’s father told us that after our heroic accomplishments
in MGS4, the world needs no more Snakes—“go be a man”. Perhaps, Mr. Kojima
wants us to stop gaming and go out and change the world.
No, that’s not what he means, I think. Or, at least, not all that he means. In “Self,
video games, and pedagogy” Jenny Wright (to appear) compares heroes in Native
American myths and heroes in role-playing video games. She says:“[t] he sense
of achievement you gain from becoming an expert manipulator of any environment
is addictive and affirming”.
Being a good gamer and being a good Snake in fact requires the core skill, not
just of heroes, but of “a man” or “a woman”—of an effective, efficacious human
being—and that skill is: becoming adept at gaining and matching skills with
different aspects of the environment to use them as affordances to accomplish
important goals.
Sounds too academic, doesn’t it? But try changing the world without that skill.
To play GMS4 well means to be a good Snake. And that means to be a good
gamer. And that means to be a hero. And that means to be a thoughtful human.
Pay attention to those affordances.
Every hero, every human has different skills, different desires. Every hero, every
human matches skills and desires to environments to accomplish goals differently.
Every player plays Snake differently. My Snake is not yours, yours is not mine.
My life is not yours, yours is not mine. My excellence is not yours, yours is not
mine. As long as we are trying to play well, to honor Snake, to be good Snakes,
the best we can, we are all the hero crawling to the last boss to become “a man”,
“a woman”,“a human”.
But why does Seth have to play MSG4 a second time and maybe a third too?
Because each time around, you’re a better Snake.
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And why are all those gorgeous cut scenes there? Just to tell you that Snake is a
hero and what sort of hero he is. Snake IS a hero and YOU can’t let him down.
But, remember, too, the best Snake (in fact the one you have to be on the hardest
level of the game) is a sneaky non-lethal Snake, the Snake that always misses
the action movie in favor of disappearing unseen, unheard into his environment,
all the while accomplishing his goals [On “The Boss Extreme Difficulty” level, you
must complete the game in under 5 hours with no alerts, no humans killed, and no
continues, while using no health replenishing items and foregoing the Octocamo
stealth suit. I’ve beat the level. In my dreams].
Being a sneaky Snake is hard this time around, in MGS4, the final game. Snake is
old. So am I. So it’s ok to make mistakes. But we play again. Make less mistakes.
Snake and I get better—perhaps, too, just a bit younger.
And why is it ok to cut off those cut scenes? Because I know Snake already and
have long wanted to be him and have been him now four times. He is my hero.
And what a ride it has been. Snake and I became good gamers together. Time
now to be “a man”. Or find another game.
I have tracked her unique prints in the snow (and they said I was no good at
tracking!). But I am far away. She does not see me or hear me. She does not
know I am here. But I know she is there. I wait. The world is covered in wind and
snow and ice and mist. It is a pure white out. There is no visibility. Then all of a
sudden the mists part. I have waited patiently. I am ready. My silenced sniper
bullet hurls through the air for a perfect head shot. Unseen. Unheard. Crying
Wolf is defeated. I have been a good Snake. Even though I am old. Oh, but I
will be a better Snake next time around. I’ll use non-lethal ammo. I’ll stun her.
And move on.
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A PRIVATE CORRESPONDENCE TO DAVID THEURER
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MARY D. FLANAGAN
Somehow, the
technological light within
matched the ancient glow
of time in a way I could
find no words to describe.
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A PRIVATE CORRESPONDENCE
TO DAVID THEURER,
WRITTEN BY HP LOVECRAFT,
12TH JANUARY 1919
from the Tempest
RELEASED BY MARY D. FLANAGAN
HP Lovecraft (1890-1937) was an amateur American journalist and fiction
writer who crafted short stories and novellas. Letters are also an important
part of Lovecraft’s literary legacy. The following document was recovered
in the papers now archived within the HP Lovecraft Collection housed
at Brown University. This particular specimen was discovered among the
remains of an overlooked trunk, turned on its side, that served as resting
place to the laundry basket of Mrs. Letitia Edgcombe Thistlewaite, great-
grandmother of the discoverer of the extraordinary letter, Mary Dorchester
Flanagan, who has since herewith shared this remarkable evidence with
the public on the 90th anniversary of the fantastical voyage documented in
the epistle.—the Editor
A PRIVATE CORRESPONDENCE TO DAVID THEURER
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12th January 1919, Providence
My Dear David Theurer:
You once asked me to explain why I came at all, and why, like you, I continue to
dread the lurking menace of that other world, its thin red and green geometries, that
spider web of vast and clever choreography, the electrified enigma of brightness and
shadow I discovered upon my foray into Your Time. I am certain that the authorities
never noticed my sojourn. I am also assured, from your newspaper accounts, that
the details behind your work and your present state of mind—the fact that the
dark spaces of your dreams were held aloft in shafts of light and rendered so very
real–are nearly forgotten in the frenzy of the new and the visible. The dimensions
made entirely of light where the creatures live puzzles me so, transporting any
body who engages with your mechanical appliance alongside the speed of 10000
dæmons searching for their next fallen, faithless man. I, Mr. Theurer, retain my own
ghastly nightmares conjured continuously since my visit. Like the others, I have
joined you in a humming state of waking and sleeping madness. What can be said
of the abstract shapes still endeavoring to seek me, and destroy me, flipping and
flinging to my side whether I am merely gazing into a window, or strolling down the
walkways of my humble township, when the chill of evening begins to stealthily
creep through the warmth of a mid-autumn day? Out of the corner of my eye, I still
see these light-ridden aggressions now, this very evening. They do indeed persist
here, back in my time, as well.
I am forced into speech after my visit to you, having kept abreast of the varied
occurrences in your time. It is with significant apprehension that I discuss the
impending political crises and the threat of the miniature-working bombs that later
generations have produced As you may know, since the episode of my visit, men
of science have insisted on creating many more worlds within portals of glass such
as those you expressively crafted in the year of 1980. Unfortunately, the others
have refused to follow my heartfelt advice cautioning of the hollow madness,
which may soon follow one’s encounter with the box. As the remorseful creator
of such haunting spectres, you reiterated my warnings to those living in your own
time from the depths of your very heart, but you were taken as mad yourself.
I saw this most apparent when you so frantically noted to those in power your
dire predictions, and ultimately, confessed your demise.“I’ve got this nightmare I
have where monsters are coming out of a hole in the ground,” you famously told
the authorities,“and I must kill them before they kill me.” You reported your fears
to your employers, and your beseeching ran in the free press from periodical to
published volume. But–this colloquial confession fell to those already blinded by
decades of parading lights, and simple men could not imagine that their beloved
machines might conceal something so sinister. Needless to say, your words of the
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creatures, the dream, and the horror of the lights did not fall empty upon these,
my own ears.
It was from your decade that, as a culminating act of desperation, you entreated
me to come have a look at the spectacle.“I’ve got to kill them before they get to the
surface, and kill me,” you repeatedly cried, and thus built a mechanical appliance to
encase the dæmons, and (with hope) put an end to their days. An incredible plan!
But your horror proved difficult to abate. Thus, it is due to this direst of unfortunate
circumstances that, through my looking-glass, I was feverishly summoned to give
whatever assistance I could in the matter, and arrived with my folding and unfolding
technique to your time and your despairing and the ill-named city of Sunnyvale.
While I was to discover that this was not among the wisest of decisions of my
career, it was one I made nonetheless, the summons too vehement to ignore. It was
a simultaneous lesson in the folly of righteousness, curiosity, and selfless sacrifice
I was later to deeply regret.
There’s nothing ill can dwell in such a temple:
If the ill spirit have so fair a house,
Good things will strive to dwell with’t.
—The Tempest, Act I, Sc. II
The long row of shops were laid out together in a concretely bound, orderly assembly
and appeared almost as though Jules Verne’s cities of the future had taken root.
But instead of pyres in the sky, this city had grown elongated and flattened-out, as
though the buildings were themselves a discriminate attempt to disguise the location
of the sublime mechanical appliance among uniform pattern and palette. I was one
of those fortunate enough to knew of the location from the jumbled notes you had
sent on. But Mr. Theurer, I must admit my awe! What fascinating a place to house
a portal so fantastic! I had once glimpsed it on a trip to the market as I settled into
my lodging. The roads all around were cured and hardened, and much wider than
those I am accustomed; the length alone of the seemingly nameless buildings was
something to behold. I found price of goods to be far greater than I had foresaw,
and thus found myself holding currency of little interest even to numistmatists. In
my dress—well, all I can admit is that I managed, but the somberness of my
heavy-coated retinue in comparison to the lines and bright fabrics of the day, as
well as the sheer absence of so many layers among passersby, may have let on my
secret to those with a keen sense of observance to seasonal whims. Nonetheless, I
pressed on in the newly neighborhood with only an air about me of mild eccentricity
or somnambulistic tendency, and, without much interruption, found, and then again
returned to, the source of my mission’s most heartfelt obligation.
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My looking-position was just at the edge of the flattened allotment outside the
shops. From there, I could just barely glimpse the remarkable portal of glass in its
holding-box; said box resting inside a shop with curious, unsightly chairs affixed by
some means to the legs of the table they serviced, as though to keep them from
escaping the curious dim light of the place. At first I surmised that the holding-box
could be a remnant of a battered Mutoscope, but the ambience of the place, and
the material of the object, were quite exceptional. The box itself might also be in use
as a scientific display depicting the modern wonders of electricity—but, why was
it positioned thus? In other words, to my eyes, the majesty and magic emanating
from the holding-box did not fit the decor. The holding-box, positioned near the
back wall (some eight yards from the window), faced the North, with a bias to North
West, as though the box had been jostled by its hosts in a heaving struggle to attain
some ritualistic and proper alignment. It was covered with a strange marking, an
ostensibly graphical depiction of a spider’s web, with what looked to be a set of
explosions emanating from the centre. There were other marks as well; perhaps
these were of mystical origins.
I wished to enter the shop and blend in with the personages of that locale by sitting
down, perhaps to examine the newspaper or eat the type of baked good that seemed
to be the establishment’s specialty–perhaps funnel cake, perhaps pizza. The
seating apparatuses, however, appeared so rigid and foreboding–I feared that I, in
my greatcoat, could not casually sidle in unnoticed. Thus, that first day, I was only
able to spy the holding-box from afar. A sheen from the sadly ordered, overhead,
chemically-infused glowing illumination source—an unnatural phosphorescence,
or perhaps the units were termed fluorescence—glossed the view of the portal
within its holding-box as observed from the wide casement of glass in front of me.
Nonetheless, from its current resting spot, the mechanical appliance projected…
well, a certain… possibility. When I left my perch for the day, the night sky was
ablaze with more artificial light.
Even though there seemed to be a significant challenge in Sunnyvale, I resolved
that the dæmons were naught less than the others I had encountered during the
ongoing course of my chronicles. I anticipated that mine was a relatively easy task: I
would merely silence the monsters you described so eloquently in your missive, lock
them back into the abyss of the mind, and be done with this place, this time. Was it
old Ephraim’s soul that was locked in there too? The thing that calls itself Azathoth?
On the second day of my visit, I again decided to watch from across the glass of
the establishment window wherein the box lie, resting. Due to an afternoon cloud,
I could see a bit more clearly into the depths of the shop. I longed to approach the
box and stare deeply into the portal of glass merely to glimpse flickering signifiers
as they shifted to and fro, if only to confirm that inside, there might be housed some
tremendous types of sentient life. To my astonishment, finally, I saw! Bright blue
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and green lines on the deepest raven black formed on the portal of glass, and these
shifted to form and form again shrieking geometric bodies, but bodies which seemed
at the same time to consist entirely of light. Forms did bustle about within the box,
in a hideous unknown blend of color and tipped with tongues of foul flame. In one
feverish kaleidoscopic instant there burst up from that doomed box a gleaming
eruptive cataclysm of unnatural sparks and substance, of luminous amorphousness
—yet all this without even a concerned look from passersby! The cabinet did not
seem to be the ‘monster-trap” I had imagined at all, but something far more difficult
to comprehend, and menacing. The whole scene, however, was treated by those
of the public as little more than a neglected shrine at which a visitor may make an
offering, or perhaps, a birdcage, where a collection of fantastic finches might flit
about entirely without notice.
I shall admit, I have personally witnessed the nickelodeon, and of course I am highly
aware of the phenomenon of moving pictures, as well as the history of automata
and mechanical devices. But this phenomenon was truly peculiar. This device
lacked a whirring of gears—strange; it must somehow rely upon the wonders of
electricity–and something else entirely. A Dial emerged from a shelf just under the
glass, where a human hand might rest as if upon a holy book while contemplating
this world—also, there lie small raised circles which seemed to promise places for
the fingers, just as the carved tabs in great books helped to mark one’s alphabetical
or biblical progress. As the scene dimmed, I realized I had maintained my cautious
vigilance a goodly number of hours. I believe I saw English words flicker by in blue
lines within the box. The short phrase, in all capital letters, appeared to spell out
“AVOID SPIKES.” Was this a sign of the divination powers of the box? As it infused
the air around me, the smell of the baked dough ravaged the air with potency, but
instead of entering the shop and nearing the holding-box, I returned to my rooms,
watching each step carefully, looking for sharp objects. I consumed a sup of tomato
soup with a strange dollop of yoghurt inclusive (a “fusion” dish the innkeeper proudly
stated), and I took to writing my recollections well into the night.
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© Mary Flanagan 2009. All rights reserved. Image reproduced with permission.
I had to return a third day (late, due to an extended rest) to finally see the orchestration
in propinquity. Certainly, not a fresh market lyme could shine as bright, no plum
could ink the brightness from the day with as much exacting sameness as the colors
emitting from that very box. That third day, I encountered the glowing world within
the portal in close proximity. The scene I peered down into seemed like the coming
doom so desperately feared: the world seemed to consist entirely of lines, dominated
by the ceaseless movement of contradictory two-dimensional geometric outlines
that strained on the variable, storm-ravaged surface. These outlines, however,
strangely possessed a strong sense of depth, as though the shadow of nameless
fear went deep into the earth. The world’s initial flatness echoed to add a dimension
–what was a flat web of lines dancing across in patterns became something more.
I cannot describe the emotions when I actually realized that this initial appearance
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was merely a geometrical and dimensional illusion. Once my vision shifted to catch
on to this trick, I immediately began to render the unfamiliar and comprehend that
there was depth in this world. And finally, there it was—a figure-eight-shaped hole
in the ground; and upon peering down into the chasm, indeed, there were creatures
that emerged from this depth—sometimes only intermittently, sometimes with a
fever-pitch (the vantage point entirely arranged in single-point perspective). The
creatures as described in the account of the dream climbed up from the abyss
and emerged to dance about the edges of the mysterious hole—while in my very
company! Then, the holding-box would shudder as the creatures emitted sounds,
and the portal, after a time, flickered, producing an entirely different scenario of
world geometry. After each flicker, the hole appeared as various shapes; new holes
and chasms appeared, which each included ideal vantage points into the abyss from
which the creatures emerged. At other times, the abyss was a mere line, a canyon
straight down into the earth. The variously shaped creatures—some quick and
bow-tie-shaped, some more like glowing balls, and some that careened out from
the cavity as straight lines—these all moved quickly, emerging to the present up
from the long tubes which extended down into the centre of the line-defined earth.
A claw—both a substitute for hand, I discovered, and some sort of arcane looking,
dimensional vehicle—seemed to embody the very agency of the world-watcher
and could be spun around the world’s edge, around the creatures’ hollow place.
Clearly, the creatures were interested in their own behalf, and saw any interruption
as a threat to their livelihood. How can we know how this husk of a world works?
Must we read the scripts of Τάρταρος, the deep place where from the creatures
come? I asked myself. Does it recognize me as part of it? Which world do I in fact
find myself?
Scrutinizing, and entranced, I was suddenly brought to my senses by a bespeckled,
gangly youth who tapped me on the shoulder.“Lights out, dude. Time to go.”
Perhaps I had stood there for nearly two hours—perhaps more—fixated by
the infinite struggle, which lay before my eyes. I still possessed a final, desperate
hope that they were a mere illusion born of delirium. As I trundled limbs limp from
tiredness, shuffled in my greatcoat, and departed, the fluorescence flickered into
to the turbidity of night, bringing phantasmal flashed of hideously familiar patterns
out into the streetscene. I looked back. The box and its portal of glass did not fail
when other light was quenched. Life continued in there, Mr. Theurer. As you knew
it would.
To my initial dismay, I could not reach you to converse about the dæmons, or offer
you any comfort whatsoever. It was all the ultimate apex of nightmare, made worse
by the blasphemous tug of half-knowledge. Nay, it was inconsequential how secret
your captors kept, I knew by my glass where you were held in reserve. Yet merely
appearing to you would seem to manifest one of several dæmons—this might have
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further contributed to raging madness. This is not to say that I avoided my research
and the task at hand. It cost me terrible effort, but through the course of my fervent
mission, I found less and less want for instruction regarding my interactions.
With these questions freshly engulfing the mind, the next morning I again revisited
the scene. The holding-box provided all the visitors just beyond the shop’s ordering
counter with permanent movement, with distraction. Without realizing the severity
of the supreme horror of where the dæmons lay, the holding box appeared as an
innocent, whimsical, and portable sanctuary from the future. Those onlookers would
approach the counter in search of those (I assume now, a regional peculiarity)
baked pizzas of tomato and cheese, and some wandered off to watch the portal.
In this way it provided a waiting haven, and indeed, seemed to shew itself to be an
innocent window to a new possible world. The holding box, perhaps, pleased the
delusional visitors as well as those dark grotesque spirits which lay so close. The
innocents even went out of their way to relinquish themselves and shew respect in
distorted worship, as though one’s higher place in the cosmic order were secured
the longer one spent with the creatures.
© Mary Flanagan 2009. All rights reserved. Image reproduced with permission.
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A young girl approached the holding-box with eagerness. With the devoutness of a
pilgrim, she attempted to please the spirits with a well-practiced and an oft-intoned
ritual, inserting a silver talisman (which I have now identified as not just currency,
but a marker for a sacred fund–a coin more or less figured, a talisman with a
memorable carved portraiture) into a slot in the cabinet as a church-goer secures
funds into the hallowed collection box as a payment towards immortality. After
inserting the talisman, the girl proceeded to grasp the Dial, and tense her muscles
for an encounter with the thing extraordinary. This girl understood the creatures
and their lair without the haze of delirium or fear which had become habit in my
adventures. Her eyes widened and she gripped the Dial with ferocity beyond that of
any natural nine-year-zeal I have witnessed. The girl spun the Dial, and I could see
from behind her particular challenges: bow tie monsters “flipping” about the edges
of the lines, diamonds which come toward the Claw, then split into mirror enemies.
Spiral-moving trails left explosive mines in their wake. At one point the girl shouted
“FUSE-BALL!” with rage in her bright eyes. I do not know if that is the name of a
magical portent, or the name of the multiple-coloured sparks moving in the girls’
Claw direction. It became clear that she had complete control of the Claw and its
speed, though her engagement was clearly venturing into more of a frenzy than a
simple interaction.“Perhaps,” I thought, affixed to the scene,“the machine is like a
microscope for a scale at once great and small… there is the possibility that it could
allow the viewer to observe and interact with another dimension that is both inside and
around the present reality.” There were pulsing style zig-zag chargers that appeared
to make electric or otherwise dangerous the bits of the lines in which the Claw was
trapped. The girl stopped short with her actions, a noise was heard of unpleasant
tones, and her hand fell from the Dial. The creatures had won their insidious duel
yet again.
When the girl had gone, and the place was more or less silent but for the tones
emanating from the machine, I approached the counter and requested access
to the Box. I exchanged some paper funds for the talismans, and advanced. I
could comprehend the presence of life inside the mechanical appliance despite
the absence of typical transforming markers of space; indeed, the geometric life
that appeared to me in the portal of glass subsisted as though spawning from a
pond of life, the very primordial soup gone golden through a strange angle of time.
Peculiar in its simultaneous depth and flatness, the lights in fact emerged brightly,
lizard green and peacock blue from directly through anomalously changing angles
and shapes. The creatures’ gestures were formed by abstractions and shadowing.
Green, yellow, and red shapes emerged from other shapes, as though lines
collapsed themselves here and there to form bowties, parallelograms—creatures,
quite frankly, of unfamiliar dimensions. With every moment, my feeling of elusive
cosmic horror increased.
A PRIVATE CORRESPONDENCE TO DAVID THEURER
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Of the progress of time I kept no record, for time had
become to me the merest illusion. I know only that
something very singular happened in this holding-
box, in this world you called “a Tempest,” and no
god or dæmon could have aspired to create among
persons. I shiver as I speak of them. I cannot say
how many talismans I fed the Holding-box. I do
know that if I had been living tiny lives, my progress
was more akin to generations of the fruit fly, wherein
the brief flurry of vibrant life shakes up the otherwise
cold universe in between. My abilities and agency
swelled and stayed as ocean waves, until another
talisman could come to again renew the cycle
of life.
Fool that I was to become inured to your mechanical
appliance in the first place, oh Mr. Theurer! Fool,
too, was I to discover the emanating voice from your
appliance so very musical; the voice tuned to deep
toils, the voice of crystalline spheres. To look at the
appliance was one such hypnotic interlude; but in
the night, I often felt the musical call too great to
resist. Fool that I was to plunge into the fray with
such unsanctioned frenzy. Now, it is clear that it was
a mistake to succumb to the temptation of my own
hero’s-narrative.
The fifth day, I perhaps lost two hours. The holding-
box—that morning, what a longing for its embrace
I can express to you now, even with the foreboding
sense of despair t’would claim me later! To some
unaware, the holding-box merely served to prop up
the Dial for a visitor to your mechanical appliance.
But for me, the shelter of its sides to guard the portal,
to encase the player in a touch of saint’s solitude
—this is what I wished to return to and return
© Mary Flanagan 2009. All rights reserved. Image reproduced with permission.
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to again.
Dare I detail the enemies which swirled up and around the varied shapes of sixteen
layers of the spangled night sky, or sixteen shaped dimensions depicted in the
holding-box? I believe myself to have been most able against the Flippers, those
bow-tie shapes which came up, flipping toward me as though they were gymnasts
in search of a lost olympiædic city and burned with wishes they dare not utter in
words but rather shewed through the body. Next were Tankers, alleging themselves
to the grandeur of diamonds and masquerading as mineral when, in fact, they split
into several versions of themselves, untoward, and with utmost intention of driving
us away.
The mischief of the Spikers cannot be overestimated; even then I plunged into
this ocean of nervous ether and the sinister exhortation of the Spikers. Viscous
barriers and barely-fallible obstacles were clawed and chewed and conquered in
rapid succession by each of the subsequent Monsters of this cursed mission. Their
tempest spins with a great speed and creates in its wake new notions of space
and dimensions. Flippers leapt and attacked, Tankers burst into my vision, and
there was nothing. I started again. Over and over again, when actions bound to
perceptions emerged in my consciousness with a most maddening intensity, the
alternating pulsations of joy and thronging urged nervousness and convulsing. I lost
all lost parts of memory, and instead, was all being and presence. It was clear that
my own perceptions of the infinity of time, and the infinity of the place from which my
enemies emerged, converged down in single-point perspective.
I said to myself, with the ardor of a zealot, that apropos of this world, the sublime
adventure of all our days, we may find that there are those who are willing to transpose
themselves into the fantastic world you have dreamed for us. I certainly was one
of those bold adventurers. The fleeting feeling of joy of the most maddeningly
untransmissible sort thronged within me. Indeed, while inching my inch-worm self
across your dream’s invasion, I experienced perceptions of infinity which at the time
convulsed me with joy. Such spinning, of freedom, saturated my consciousness. I
victored against enemies whom I learned were named Tankers, Spikers, Flippers,
and all of their evil bretheren—at least temporarily.
My research observations were cut short by the closing hour of the establishment,
which housed the mechanical appliance, but I was to return again.
You, Mr. Theurer, arrived, in my imagination, and thanked me; this scene repeated.
I took in your gratitude as I grew conqueror, night by night, talisman by talisman. I
subdued the beasts as King George to the dragons of Europe. I was able to enter
my initials on-high with those of others. HPL. HPL. These letters climbed above the
others in the short list provided. I reached the top of the list, but I did not destroy
the creatures. They kept returning, as did I. The quest was taking longer than
A PRIVATE CORRESPONDENCE TO DAVID THEURER
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WELL PLAYED 1.0
I had anticipated.
The night was such when winds from unknown spaces whirled us directly into
the nightmare. It required the discovery of one of the hundreds of common silver
talismans in circulation among the general populace. I should tell you I was shocked
to find the silver talismans in such popular use, even though they allowed access
to the hypnotic and dangerous portal of glass, irresistibly drawn into a limitless
vacuum beyond all thought and entity. Nevertheless, in the dreaming portal, I spun
and crossed lines and lines. The creatures seemed to emerge from infinity. I became
gradually aware through the course of my visits that this holding box was as much a
shrine to a type of technological dimension, a realm of extraterrestrials or supreme
beings–not supernatural, but the most natural, the ancient, close to the life force of
the universe. Somehow, the technological light within matched the ancient glow of
time in a way I could find no words to describe. Inside this world, the “enemies” could
not be evil, for they expressed no emotion, and were from that place in existence
from before evil itself reared its ugly head. They appeared ultimately undefeatable.
Even an ephemeral victory over the encroaching monsters would be ephemeral,
because Old Chronos would inevitably resurrect the geometric-prism creatures and
they would resume their perdurable march forward.
© Mary Flanagan 2009. All rights reserved. Image reproduced with permission.
There are those who observe my feelings about your world as to be among the
most fearful, of the most entreated fanaticism. This is unfortunately due to what
happened upon abandoning the portal.
Somewhere around the third week of my visit, I learned more of the psychological
controversy surrounding the mechanical appliance holding in the dæmons. This
date is only approximate, as I cannot now recall exactly how the events match with
my journal’s notes, for I had stumbled upon things no mortal ought ever to know.
Vague legends of bad luck began to cluster around similar holding boxes in other
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locales as well as in this local spot. It appears that those who tried their fortunes
with the talismans were haunted by spectres of the enemies in their dreams. This
was a group of at least 10, if not 20 or 30 regular visitors to the holding-box. A
Doctor was consulted, one Dr. Stickgold, who studied these participants’ deepest
sleep. Dr. Stickgold told us all he would observe us, but indeed, in light of historical
examination of madness, these were medical experiments of the kind pursued
by none other than Mse. Charcot, the founder of modern neuroscience. This, of
course, never reached your news media. I am not sure if you are aware of this, and
I must let you know such experiments have indeed been conducted.
Mr. Theurer, the fact of the matter is, now you have intentionally shared your collection
of monsters with me, and with the rest. You have invaded those everyday moments
already awash in the bloody sublime images of the body of Christ, the floating virgin
mother Mary, the mythic battles between angels and devils, the appearance of the
oversexed figure of Gabriel, whose presence seemed to mark the renewed vigor
and birth of the Flippers and Spikers. These are virgin monster births awash within
our dreams. These monsters from the potter’s ground continue to originate in the
deep recesses of Tartaros, and the raven’s black imagination.
Stickgold at once renewed my faith in science, and emphasized the dangers of it.
The doctor determined that, though the perception of the participants grew unstable
through time, their abilities while using the talisman and such mechanical appliances
did increase their expertise—but began to cost them their minds. Men and women
engaged with your dream world, Mr. Theurer, and reported great slippery wings,
shadows overhead of malignant joy. They slept among those unhallowed pits
whither no dreams reach; that last amorphous blight of nether-most confusion where
bubbles and blasphemes at infinity’s centre the dæmon-sultan Azathoth, whose
name to this day no lips dare speak aloud, in your time, or in mine.
The girl whose visit introduced me to the powers of the world in the portal proved
to be a curious anomaly in the study. Stickgold received approval from her parents
and studied her connexion to the monsters and the world beyond. She was the only
one who shewed no signs of delirium, and functioned quite happily in either world.
Her dreams were, on all accounts, much more pleasant than the dreams of the rest,
if a touch mysterious.
What seest thou else
In the dark backward and abysm of time?
—The Tempest, Act I, Sc. II
A PRIVATE CORRESPONDENCE TO DAVID THEURER
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My consciousness had little hint but instinct to work from during the mission. The
comprehension of the potent force of evil, however, became embedded in my
dazed will and buried recollection. In this place, in the holding-box, Mr. Theurer,
your dreams summoned those replaying endlessly in the locked aspects of my
mind. Through time the freezing, petrifying sense of utter alienation and abnormality
swamped a wave of sickness and repulsion. Attending Azathoth at his court, are the
creatures the Other Gods, dancing mindlessly in regular rhythms to the some silent
music playing in the chasms within the cabinet/altar of the holding box. This window
into Azathoth’s court, this gateway to perhaps all close encounters with the forces
of the universe—climbing a mountain, sailing the seas, exploring deep caves—
there is certain risk of death or madness. The gods, though, will never notice.
The end was abrupt, but in a way merciful, your own spirited dæmons finding solace
within the hole, within other pretty mechanical appliances that simply, no longer,
continued hold my attention. This temple or shrine holds a world as indifferent and
destructive to the worshipper or visitor as a tempest on the sea is to the drifting
sailor. After the weeks of capitulation, I yielded, and have finally returned home
through my looking glass. I found out that I was not alone, for others followed this
very same quest. Unfortunately, your cry for help won over not the doubters or cold-
blooded citizens who might fall pretty to these monsters; indeed, rather, the men of
highest moral fibre who would come to make the ultimate sacrifice to assist you–
you, and your spirited dæmons who in the end were merely indifferent to our various
campaigns and missions. The men of science of your own time appear to prefer the
monsters you have offered to any possible risk of madness. Well, that choice is for
your own generation to commend or condemn. The necessity of home out-ruled the
necessity of Azaroth, the unleashing your beginning, but the possible end of us all.
Yes, you gave a cry, and through my looking-glass, I came to help. Now, I am but the
impoverished, soul-tortured victim you are—no more, no less. Out of the corner
of my eye, they continue. I must exist on a daily basis with the comprehension that
these monsters exist not only in your holding-box, but also in a dimension, which
presses against the once-comforting mind we humans hold so much esteemed.
Further (and this may resonate as accusatory) I believe the monsters have a much
easier time crossing the tissues of dimension because of your mechanical appliance.
Therefore, I render you responsible for creating the portal for what amounts to none
other than an invasion of the senses, and of consciousness itself.
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I bid you farewell. I leave you to the nightmares and to your mechanical appliance.
Unlike some rare specimens, such as the girl for whom only joy seemed possible
from the claw, Dial, and creatures, I do not sit well with the portal. I am afraid of it–I
cannot adapt—for when out of its eminence shines certain scenes, even if familiar
and loved, the mechanical appliance fashions them unfamiliar and hideous.
Yours Truly,
HP Lovecraft
________________
Some lines, mood, and tenor of this work were culled from the Collected Public Domain Works
of HP Lovecraft (1890-1937), available at http://librivox. org/collected-public-domain-works-of-
hp-lovecraft/).
A PRIVATE CORRESPONDENCE TO DAVID THEURER
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WELL PLAYED 1.0
JASON VANDENBERGHE
I get better at this game
when I sleep. Just like
the real thing.
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I’M HOLDING OUT FOR A (GUITAR) HERO
JASON VANDENBERGHE
I want to talk about my love affair with Guitar Hero. For those living under a sand
dune in Darkest Escarpion, Guitar Hero was something of an out-of-left-field smash
hit rock-and-roll rhythm game, which has spawned multiple sequels and multiplayer
band games.
It’sa game where you play air guitar for points. Pretty much.
It sports the most amazing add-on controller ever: this marvelous creation
called the mini-Gibson SG, a device that is so like a musical instrument as to be
indistinguishable from one.
Note that I did not say it is indistinguishable from a guitar. Because, of course, it is in
practice; comparing the mini-Gibson here to a real guitar is a little like comparing a
kazoo to a trumpet. True, both require breath to make noise, and both require some
skill (in varying amounts) to operate, but there is where the similarities end. One is
a maker of sound, and the other is an instrument.
That said, there is an enormous amount of skill one can apply to this stupid game.
Just imagine: Dance Dance Revolution, only with a guitar.
It’s unbelievably fun. And, I’m really good at it.
Now, I wouldn’t normally make such a bold claim. Modesty is, after all, a virtue, and
it is important to keep your perspective in such things: there is always someone
better than you out there, and it’s best not to over-celebrate your own successes.
I feel these things to be true, in my bones, and in no way wish to misrepresent my
accomplishments.
So I brought proof.
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Before we talk about that, though, I want to break this game down a bit, and discuss
its genius. It’s one hell of a game.
To begin our discussion, let’s establish the Facts:
• In this game, colored dots scroll at you while a song is playing, and you
have to “play” the right “note” at the right moment. If you succeed, yaay.
If you miss, boo.
•“Playing” a note means pressing the right colored button, and
“strumming” the little lever that represents the strings. It feels amazingly
like playing a guitar, in practice.
• There are four difficulty levels in the game-Easy, Medium, Hard,
and Expert.
In “Easy” mode, you only ever have to worry about three of the five buttons. This
is nice for the uncoordinated, as you never have to move your hand, and the notes
come at you in a nice, leisurely pace.
In “Medium”, they add the fourth button, which you have to either press with your
pinky (often awkward), or shift your hand position (tricky to do). And they expect you
to be able to handle faster notes, and more of them.
You can imagine this, I bet: it’sa timing game, like many others, with the added cool
factor that it really feels like a guitar. Hit one of four inputs, at the right time… if you
played PaRappa the Rapper, you’re not too far off here.
… and then the wheels come off.
In “Hard” mode, a couple of important things happen. The first thing you notice right
off: the notes come at you literally twice as fast as in the previous two levels. The
second thing is that the fifth button starts to appear in songs, which makes the skill
of relocating your hand on the neck a requirement, no longer optional.
And… well, you kind of have to start playing the solos. Which means chains of
tightly packed notes, all in a row.
They mean it. It’s hard.
The two most difficult songs (and, not surprisingly, the last two songs in the game) are
“Cowboys From Hell” by Pantera (oh yes, yes, more metal, bring on the metal) and
“Bark At The Moon” by Ozzy Ozbourne. It… took some time, and the development
of whole new playing techniques, to overcome this obstacle.
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See, this is where it starts to get crazy.“Expert” mode is something completely
different.
In Hard mode, one has the impression that the designers are aware of your fear of
the fifth button. They tease you with it, as if knowing that every time you see one of
those babies appear on the screen, scrolling towards you, your stomach cramps,
and you hope you’ll get it. In contrast, the designers working on Expert mode have
only disdain for this fear.“Get used to that button,” they say,“because you’re going
to be hitting it whenever we damn well feel like you are.”
Gone, too, in Expert mode, is any pretention that you will not be hitting every
goddamn note the lead guitarist played in the song. In Hard, they let you off the
hook here and there, and allowed some notes to “represent” note phrases. This
was in order to preserve your sanity. Note to self: the Expert mode designers are
trying to drive you insane. Was the sound in the song a chord? You’ll be hitting two
buttons at once. Was it played at speeds few humans can even comprehend? Join
the band, brother, because that’s your job now.
As an aside, I want to say that it is very strange how much playing this game is like
learning an actual instrument. Anyone who has struggled with real-world instruments
knows the cycle of learning one goes through, and that same cycle repeats itself
here. I would go for days and days without progressing, banging my head against
the same goddamn song, and then one day I would pick up my “guitar”, and a song
that was insurmountable the day before would be simple.
I get better at this game when I sleep. Just like the real thing.
I only have one more thing to say on this topic, and it is this:
© Jason Vandenberghe 2006. All rights reserved. Image reproduced with permission.
I’M HOLDING OUT FOR A (GUITAR) HERO
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SETH SIVAK
The simple, repeatable
game mechanics coupled
with subtly ramping
difficulty and complexity
creates gameplay chains.

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