#please someone help me understand Derrida
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sadisticfervor · 1 year ago
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someone wrote size difference as size différance and now I'm being made to imagine someone either trying to apply deconstructive philosophy to a size kink or just a really small fem version of Derrida
Or maybe it's actually just the opposite of those things
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librarycards · 4 years ago
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Hi! I've really appreciated reading your views on the education system and higher education in general, and I don't exactly have a question about that but I guess I am asking for some tips on reading dense academic text. basically I desperately want to consume this book called Authoring Autism, by Melanie Yegeau published in 2018 but it feels so inaccessible to me as someone who hasn't attended college and learned how to read shit like that. it's about neuroqueerness and neurodivergence as an---
identity presented in a queer theory framework and seems like something that would really be up my alley as a queer/trans autistic person and I guess I'm just pissed that it feels hard. do you have any tips on learning how to read academic text and actually stay interested and enjoy it while readily absorbing the knowledge therein? maybe this is a big ask and not something you really have an answer to, but I'm still curious as to your thoughts on it! thx for reading!
hey! this is a really good question, and you’re right that i don’t have one right answer for you, but i can try to give some of the advice that worked for me.
first off, on academic texts and specifically on the yergeau, which i’ve read & adore –– they’re often hard, and authoring autism is dense; this stuff is harder when you aren’t practiced in engaging these type of texts. this is actually my first recommendation –– practice! the *only* reason i feel accustomed to spending time with dense scholarly work is because i’ve done it a ton of times before and i have a plan. there are definitely different degrees of difficulty in various texts, too; you, for example, might want to start with liat ben-moshe or margaret price in terms of Mad/critical ND studies, as i think both are easier accesspoints than yergeau’s highly specific (and also largely unfamiliar to me) rhetoric studies language.
but, yeah. practice! it’s helpful on several levels to start with the seminal texts, not least because there’s also a ton of work by other people elucidating them, and often study guides and questions to help you figure out what’s going on. for example, i’m in a reading group tackling the entirety of Capital this term, which is incredibly challenging for someone (me) unfamiliar with economic theory -- luckily, there are a ton of study guides out there, lectures, videos, and more experienced people in the group to explain terms to me, and i find myself better and better able to understand Marx through all these different interlocutors. even “in my field,” like, you’d best believe i’m reading derrida with at least 3 other tabs open at any given time to cross-check and make sure i’m Getting It. 
also, there’s the fact that yergeau themself is building on multiple traditions, but especially w/in queer theory –– these are way easier to get and get through quickly having built up knowledge of heavy hitters like butler, foucault, sedgwick, halberstam (who is cancelled but unfortunately still important in the field), and others. i know some professors of queer studies/gender studies have syllabi up online for intro courses, i’d check out some of those, as well as the bibliography of Authoring Autism, for an idea of who you can read with before turning back to yergeau.
reading shorter chapters, essays, and articles feels more doable in one go than a whole book, and you have a better sense early on of what an argument is going to be (check the abstract and the end of the intro for a “roadmap”). from here, it might be easier to work up to an entire work. with whole books, especially if the topic is unfamiliar, spend a lot of time with the intro, take notes on the structure and organization of the book, the methodology, the examples the author notes from the jump, the terminology they lead with -- taking notes in general is CRUCIAL imo, and having a little base of keywords and ideas to move through the rest of the chapters with is so helpful. also, the intro will have a little summary of every chapter as well as the main argument of the text, which is helpful if you feel lost anywhere in the middle. remember that most of these academic books are composites: they’re built out of dissertations and collections of papers and presentations first given separately. they’re bound for a reason, but can usually be read as standalones.
so we have practicing, chunking, and note-taking so far. i’d also go a step further with the note-taking: a helpful assignment i’ve had in the past is to write a precís, or a general summation of what a text is about, what is it doing, what arguments the author is making, etc, for a given book. these are no more than a paragraph or two. i believe in the saying that “if you can teach it, then you really know it,” and that principle also works for the precís -- if you can get a book down to its bare necessities, it means you really know what it’s doing. think after each chapter you read, could i write a precís on this? can i use 5-7 sentences to sum up what the author is doing? if it feels jumbled, go back to your notes, go back to your highlighted sections, and try again –– and remember that every time you re-read is NOT (NOT!!!!!!!!!!! EVER!!!!!!!) a sign of incompetence, but rather a dedication to the author’s work and a respect for their time and knowledge. 
i really want to stress that. struggle, reengagement, rereading, changing perspective....these are very, very good things. necessary. it is completely normal and healthy to have a hard time with scholarly work, even work about one’s own experience. contrary to what a lot of people assume, just because a book is in [ x ] studies doesn’t mean [ x ] is going to understand it; this often comes as a rude awakening when people enter queer studies classes believing it to be an easy A simply because they also happen to be queer. these fields are built on decades / centuries of intellectual tradition that no one inherently Knows, any more than being part of a lineage means you know every single person in your family. what really matters here is a curiosity and dedication to take up a text day after day with the same critical, compassionate eye with which you took up the project of neuroqueer self-determination that brought you here.
lastly, relatedly (and most challengingly for me): accept that you’re never going to understand 100% of anything, ever. as a professor of mine says, give up the patriarchal, colonial desire to “master” a text, to make it submit to you its full, transparent meaning. not only is it not going to happen, but it’s a violent relationship to have with knowledge, both to yourself and your “object.” learning is a lifelong process (hence the importance of re-reading) and Authoring Autism, etc. will stick around regardless of when you’re able to tackle it and in what capacity. i definitely relate to the anger and frustration at feeling “incompetent” in the face of a difficult text, but i try to reframe it as an opportunity to learn, like i’m on a new date and listening to someone tell me about their life for the first time. i won’t get it all on the first try but if it catches my interest, i’ll stick around.
idk if any of this was helpful, and please feel free to message with any other qs, i’m really really really really passionate about ensuring scholarly work is available to those outside the academy & that everyone has the opportunity to engage with it so please consider me a resource in all regards!!
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consilium-games · 6 years ago
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A Rambling and Brain-Fried Post on Hermeneutics
It's a godless and blighted hour (11AM) as I write this, and scheduling heartache has left me swirly-eyed and sleep-deprived. Lately I've absorbed a pretty specific combination of media that's led me to think dazedly about hermeneutics, basically "systems of interpretation of a work of media" such as stories. And in light of my past couple games, and a game whose premise I haven't finished chewing on, I think getting some thoughts down (and maybe even some discussion?!) might help someone. I don't know, maybe me?
Inciting Events
By now anyone reading this has heard of Undertale. Spoilers happen here. The creator of Undertale recently released a . . . possibly-related videogame called Deltarune. I say possibly related with good reason, and I don't intend to directly spoil the game as it just came out, but it gave me interesting questions about narrative interpretation--hermeneutics--more generally. I also will probably talk a bit about Doki Doki Literature Club! which you might not have encountered or played. Some high-level spoilers will occur. This post will contain zero 'fan theories', as that has nothing to do with my game-design beat--rather, academic theories on "how do people approach interpreting stories" has a lot to do with my pretentious narrativist game-design ethos!
Also of note, I've watched a playthrough of a videogame called Witch's House, and without spoiling that, it struck me that one of the puzzles will behave drastically differently, depending on whether the player reads one of the ubiquitous hints. Meaning, not only do the hints constitute a mechanic, but discerning how to trust hints becomes a game objective. And further, since "reading a hint" is an in-game action, but recalling a hint is not, the game may behave unpredictably to the player who reads a hint, doesn't save, dies, and reloads--and doesn't read the hint again.
Lastly, I've revisited some analyses of Don't Hug Me I'm Scared, and it put me in mind of discussions about This House Has People In It and The Cry of Mann, and in particular: discussions about those discussions, arguments about how presenting interpretations can color people's formed interpretations. And last warning, I'm still pretty brain-fried, I'll blame that if I end up rambling incoherently.
Setting Out
There's a lot of literature about literature, and literature about literature about literature. Perhaps some day people will spill ink about ink than anything else. Fortunately, we haven't yet entered a boundless singularity of self-referentiality. So I can afford to stake out a couple terms I expect I'll mutter:
hermeneutic: a specific approach, strategy, or philosophy to understanding a work. This can be totally informal ("Christian songs are easy to write, just take a pop song and replace 'baby' with 'Jesus'") or very rigorous ("Derrida's analysis of identity puts it to blame for religious and nationalist fanaticism"), but just treat it as technical shorthand for "approach to understanding a thing".
auteur theory: mostly used in film analysis, in our backyard it means "the author of a work arbitrates its meaning". So, eg Stephen King can definitively and canonically say "Leland Gaunt is an extradimensional alien, not Satan, the Adversary and the Prince of Darkness, from orthodox Christianity". And if King says this, that makes it true and the audience should understand Needful Things in light of this fact King told us with his mouth but not with his story.
Death of the Author: by contrast, 'Death of the Author' means that once a work has an audience (the creator published it, or put it on Steam, or hit Send on Twitter, or just played a song on their porch), the audience has liberty to interpret it however they please, and the creator's word about What It Means has no more weight than the audience. Which would mean that if King tells us Leland Gaunt is an alien, and Needful Things is closer to Lovecraft than King James, that's cool--it's a neat theory, Steve, but I think it's about . . . (Note: I don't know if King has made this claim, but Needful Things does have a few weird neat textual indications that Gaunt is some kind of Cthulhu and not the Lightbringer.)
code-switching: technically from linguistics, borrowed into social sciences, in this post it means a creator of a work putting something into the work that implicitly or explicitly prompts the audience to consciously alter or monitor their interpretation. As a very simple example, suppose someone says with a straight face and deadpan delivery, "I'm a law-abiding citizen who supports truth, justice, and The American Way." Now, suppose they make air-quotes around 'law-abiding'--it rather changes the meaning, by prompting the audience to reinterpret the literal wording.
Okay, I . . . think that'll do. So hi, I'm consilium, and as a goth game designer it should come as no surprise that I like my authors with some degree of living-impairment. Interpreting a text has an element of creativity to it that the creator simply can't contribute on the audience's behalf. More than that though, there just seems something off about the idea that, say, a reader of Needful Things might read about Sheriff Alan Pangborn, and interpret the specific way he defeats Leland Gaunt as allegorical of how cultivating creativity, community, and empathy can help prevent the dehumanization of consumerism and capitalism--only for King to say "no, Alan was just a parallel-universe avatar of the Gunslinger and thus could defeat Gaunt, who was just an extradimensional eldritch predator". If King were to say such a thing after audiences have gotten to know and love Alan on the terms presented in the text, and King were to come back with "maybe that's what I said but that's not what I meant"--my response would have to be a cordial "interesting theory, but it doesn't seem supported by the text".
So, I generally like Death of the Author! But . . . but. I've taken to gnawing on this idea in this game-design blog because--of course--It's More Complicated Than That. Roleplaying games as a medium work about as differently from other media as, say, sculpture and songwriting. And despite essentially just putting bells and whistles and protocol on top of possibly the oldest human artistic medium--storytelling--RPGs have a lot of weirdness they introduce for analysis and critique.
For example, my reservations on Death of the Author! Specifically: taking "in-character, in-game events and narration" as the work of interest, and "the other players at the table" as the audience, what happens when you describe your character Doing Something Cool--based on a mistake? We need a teeny bit of "creator as arbitrator of meaning", so we can at least say, literally, "oh, no, that's not what I meant"! Otherwise, the other players' "freedom of interpretation" leads to your character doing something nonsensical and now they have to have their characters respond--they have a worse work to create within.
This gets at something pretty foundational in treating RPG stories as art: almost any other medium has a creator create a work as a finished thing, and only then does an audience ever interpret it. Whether plural creators collaborate or not, whether the work exists as apocryphal oral tradition and mutates through telling, whether some audience members take it up as their own with flourishes (such as with a joke), there still exists this two-stage process of "author creates" and then "audience interprets". Except in stories within roleplaying games as generally practiced.
In RPGs, the creators almost always constitute the entire audience (I'll ignore things like "RPG podcasts" and novelizations of someone's DnD campaign here, as they make up a vanishingly tiny minority). The audience of the work not only creates it though--they experience the work almost entirely before you could ever call the work 'completed'. Even if we falsely grant that every game concludes on purpose rather than just kinda petering out because people get bored, leave college, have other things to do, or whatever else killed your last game, players experience the story in installments that don't exist until the end of the session. So "interpretation" gets . . . weird.
Basic Hermeneutics
On a surface level, the story of an RPG usually doesn't demand a lot of depth and analysis: some protagonists, inciting incident, various conflicts, faffing about as the PCs fail to get the hint, some amusing or tense or infuriating whiffs and failures along the way, and charitably, some kind of resolution to the main conflict and dramatic and character arcs. Usually metaphors tend to be explained straight up ("my character's ability to 'blur' things reflects her own weak personal boundaries and over-empathization"), and motifs often even moreso ("guys, seriously, what happens every single time your characters see spiders?"). A lot of this comes from necessity of that very immediate, improvised, as-we-go nature of the medium! You have to make sure your audience gets what you intend them to get--because in mere seconds they'll create some more story that depends on the bit of story you just created. And back and forth.
But, quite without realizing it or meaning to, we can't really help but inject other chunks of meaning into stories we help create. Maybe even chunks of meaning that contradict others' contributions at the table. Spoiler alert: I do not have a theory or framework to address this. The Queen Smiles kind of digs into this, but this goes beyond my current depth. So, what can we conjecture or say, what scaffolding could we build, to build a more robust "literary theory of game stories"? I have some basics as I see them:
Auteur theory (creator arbitrates meaning)
This can only apply to one player's contributions, not across plural players.
Necessary, for both basic clarification and because perfectly conveying the ~*~intended meaning~*~ frankly just doesn't work as a thing you can do off the top of your head when your turn comes to say what your character does.
GMs (where applicable) shouldn't use this to defend poor description or ill-considered presentation of "cool things for PCs to care about and cool things to do about it"--just because the GM intended the cop to be sympathetic doesn't make him so, and if he's not sympathetic . . . the protagonists will not treat him so.
Dead authors (freedom of interpretation)
Players can try this out on their own characters, and should, but should ask other players about their characters if something seems odd, confusing, intriguing, or otherwise. "You keep making a point of meticulously describing your character's weird nervous tic. The exact same way every time. How come? What's it mean?"
Players of course can answer engagement like this any way they please, including stabbing themselves with the quill: "you figure it out, if your character were to ask mine, mine would supply her answer which I may or may not know".
GMs (where applicable) should really lean on this: improvise, throw ideas and themes at the wall, and frantically build on top of the audience's ideas, since those ideas clearly resonate with the audience.
Code-switching (deliberately modifying interpretation)
We all do this all the time: the dragon is not telling you to roll for your attack, after all. The GM is, by switching between narrating the world, and communicating with a player.
More subtly we do this when switching between "what our character believes" and "what we players reasonably expect". Your costumed superhero might think of herself as righteous vengeance incarnate, but you hope everyone at the table knows you think she's conceited and delusional at best, and a full-bore psychopath at worst. This hopefully doesn't mean you play your psychopath superhero any less sincerely, but it does require a bit of ironic detachment, you know something about her that she can't know about herself (beyond that she's a fictional character, of course).
Even more subtly, sometimes weird game interactions (of the rules, other PCs, other players) imply things we wish they wouldn't, but can't quite control, and often everyone knows this. "Why can't you muster up your courage one more time?!" "Because I ran out of Fate points," your character doesn't say. Instead, your fellow authors share a look over the table, and gingerly tiptoe around an obvious, character-appropriate thing, and seize on some other thing to say or do, hopefully just as obvious and character-appropriate. But, everyone switched codes, from "characters doing things for reasons" to "the rules inform our story, and we follow them because they help".
Prepaid analysis (game-specific themes or arcs)
A lot of games have some baked-in themes right off the shelf, and provide good starting points and directions of inqury for interpreting a story born out of playing them. Monsterhearts deals with teenage cruelty and queer sexuality. Succession deals with faith, one's place in the world, and how these relate to morality. Bliss Stage tumultuous coming-of-age and taking care of one another, or failing to. If you use eg Lovesick to tell a story that you can't approach or interpret in light of "dangerous, unstable, desperate romantics"--you probably picked the wrong game. You should pick a better game.
Besides these themes, many games also have more abstract ideas--arcs or processes--that they really enshrine. Exalted gives Solars (mythical heroes patterned after ancient folklore) a mechanic called "Limit Break" which mechanically funnels a Solar toward destroying themselves with their own virtue. Likewise, even if you somehow excise Monsterhearts' focus on teenage cruelty and sexuality, you really shouldn't play if you want to avoid social stigma as a theme, because most of the mechanics hinge on it.
We players often deliberately bring in some themes and ideas we'd like to play with, too. "I want to play a character whose determination will be her own undoing--and probably everyone else's." Or even just "I really like themes where physical strength is tragically and stupefyingly unhelpful". Those make for great starting points and prompt good questions to interpret stories!
I know someone with more literary theory and less sleep deprivation could add a few basic givens, but I think this at least goes to show we have ground to stand on and territory to explore. And probably more importantly, it points out some useful kinds of questions we can ask about the story of a game and how to interpret it. So, why did I ever bring up Undertale back there?
Audience Awareness
The following works have something in common: House of Leaves, Funny Games, This House Has People In It, The Cry of Mann, The Shape on the Ground, Undertale, and Deltarune. Besides "being very good", they all explicitly pose the audience as an entity within the story--but, they do it in a very unusual way.
See, the story of a Mario game is about Mario even if the player controls Mario--and though it's a subtle distinction, this also applies to eg Doom, where you play as an explicitly nameless faceless protagonist, intended to be your avatar. Even in the most plot-free abstract game, if we can salvage out a story (if perhaps an extremely degenerate and rudimentary one like 'how this game of chess played out'), the 'story' happily accommodates the audience within it.
That's not how the list I gave does things. Not at all.
Instead, the works I listed single out the audience as something else: in House of Leaves, unreliable narrators call out the unreliable interpreter reading the narrative. In Funny Games, the audience doesn't participate--but the audience watches, and the film knows this, and singles the audience out as complicit in the horrible events that unfold. This House Has People In It casts us as the prying NSA subcontractor watching hours of security footage and reading dozens of e-mails, and makes it clear that even our Panopticon of surveillance doesn't give us a complete account of reality. The Cry of Mann casts us as gibbering voices from an eldritch plane of cosmic horror. The Shape on the Ground poses as a disinterested and clinical psychological test, but it clearly has some ideas about what would lead us to take such a 'test'.
And then there's Undertale and Deltarune. Last warning, I'll say whatever I find convenient about Undertale and probably '''spoil''' something about Deltarune in the process. I do not care.
Hostility to the Audience
If Undertale itself had a personality, one could fairly describe it as "wary of the player": it plays jokes and tricks, but it knows the player is a player, of Undertale, which Undertale also knows is a videogame. It gives you ample chance to have a fun, funny, and sometimes disturbing game, with a lot of tempting and tantalizing unspoken-s hiding juuuust offscreen. But Undertale's point as a work involves giving you the chance to not do that while still, technically, engaging with the game.
Namely, the Genocide Run. By killing literally absolutely every single thing in the game that the game can possibly let you kill, the game very purposely unfolds entirely differently--and on multiple playthroughs, the game will outright take notice of multiple playthroughs, and challenge you for--in effect--torturing the narrative it can deliver by forcing it to deliver every narrative. Let's think about that for a moment:
Most videogames have some kind of excuse of a narrative, and lately, many have really good, nuanced stories to tell--and many of those even go to the (mindbendingly grueling) effort of delivering a plurality of good narratives that honor your agency as a player--maybe even a creator, as best a videogame can with its limitations.
But, what can you say about a story that has multiple endings? Or multiple routes to them? And what can you say about a story that, in some of its branches, simply goes to entirely different places as narratives? It strains the usual literary critical toolkit, to say the least.
Now, a game like Doki Doki Literature Club! approaches this exact same idea of addressing its story as manipulable by the player, of the player as an agent in the story, but in a pretty straightforward way as far as "a narrative that works this way": the narrative already describes "and then the player came along and messed everything up". All of the player's different routes serve this one overarching narrative: the game has an obsessive fixation on you and wants you to play it forever (which, given its nature as (roughly) a visual novel . . . perhaps asks quite a lot).
Undertale takes a step back from even this level of abstraction, though: the implicit and often hidden events of its world and narrative unfold / have unfolded / will unfold, and a given player's "story" consists of "what the player does to this multi-branched narrative-object". The game judges you to your face for contorting its weird timeline-multiple-universe meta-story . . . but lets you do it, to prove the point it wants to prove.
And without much controversy, we can conclude that point roughly summarizes to "playing games just for accomplishment and mastery doesn't give as rewarding an experience as immersing in the story and characters". The subtler point under that, though, comes out through multiple playthroughs: "immersing yourself in a story and cast of characters too much will harm your life and your enjoyment of other things". Undertale, were it a person, would probably look nervously at you after several 'completionist' playthroughs to "see all the content", and it explicitly describes this exact behavior to the player's face as something objectionable--even calling out people who watch someone else play on streams and video hosts.
"Just let it be a story"
Which brings us to Deltarune. I've no doubt dozens of cross-indexed internet-vetted analyses and fan-theories will arise in the next few months (and I look forward to them), but on a once-over the game seems to have one specific thing to say to the player's face: "you are intruding on a story that isn't about you". The game opens with an elaborate character-creator (well, for a retroclone computer RPG), then tells you "discarded, you can't choose who you are, and you can't choose who the character is either". It has fun with giving the player dialog options--then timing out and ignoring the input. It even tells the player in in-game narration that "your choices don't matter". The story itself doesn't even care very much about the player's character, instead hinging on the development and growth of an NPC, following her arc, without much concern for the player's thoughts on the matter. And at the very end, after playing mind-games with the player's familiarity and recognition of Undertale characters--the close does something both inexplicable and disturbing. This is not your story: it's not about you, your choices don't affect it, and it doesn't care what you think.
As an aside, it seems like quite a good game--but I think that comes in part because of this very drastic intent and the skill with which it executes that intent (ie, bluntly at first, subtly enough to almost forget, and then slapping hard enough to prompt a flashback).
And holding this alongside Undertale's stark (even literal) judgment of the player for 'forcing' the narrative to contort to accommodate the player's interaction with that narrative, it seems clear to me that where Doki Doki Literature Club! has fun with the idea of "player as complicit in something gross, and as motivating something cool", Undertale and Deltarune seem much more interested in making the player take an uncomfortable look at how they engage with narratives.
Defensive Hermeneutics
On one hand, Funny Games, The Cry of Mann, and Undertale and Deltarune stare back at the audience, judge them, treat them as an intruding, invading, even corrupting force from outside the work, criticize the audience for enjoying the work, and even call the audience out for engaging in detailed critique, like some kind of cognitive logic-bomb, or a cake laced with just enough ipecac to punish you for eating more than a slice.
But on the other, House of Leaves, This House Has People In It, The Shape on the Ground, and Doki Doki Literature Club all want the audience to participate, to scrutinize, to interact with the narrative and question it, as well as themselves. What does that first camp have in common besides wariness and hostility to the audience, and what does this second camp have in common besides treating the audience as creative of the work's meaning? I'll call it "a defensive hermeneutic".
Notionally, the audience has hermeneutics: ways of understanding a work. But, a creator can't help but have some understanding of the likely mental state and view of a(n imagined) audience, approaching the text in some way. A creator can thus bake in or favorably treat some approaches over others, and can even use this to guide criticism about their work.
That first group, which I'll call "defensive", has one striking common feature: the 'surface level' plots either don't matter, or have very simple outlines. Funny Games' plot is exactly as follows: two psychopaths terrorize, torture, and eventually murder an innocent family. The Cry of Mann shows us what looks a lot like a small child trying to mimic a melodramatic soap-opera, before Things Get Weird (and any extant 'surface level' plot goes under the waves). And Undertale and Deltarune give us the stock "hero appears in strange land, arbitrary puzzle-quests ensue, climactic final confrontation restores peace to the land". This serves as the set-dressing and vehicle for the actual plots--or sometimes simply cognitive messages--to get into the audience's minds:
"What, exactly, do you get out of slasher torture-porn movies? Why do you create the market for things like this?" "Are you sure about where your sense of empathy and identification points you? What makes you think you have a grip on reality enough to judge who's right and relatable, and who isn't?" "Don't just passively consume games like they were kernels of popcorn. But don't gorge yourself on the same dish, either--there's more out there, but you have to look for it."
In short: these works don't want you to nitpick the works themselves. Their entire message consists of second-or-higher-order interpretation. To put it another way, they want to make sure you don't pay attention to the handwriting, because the gaps between the words spell out a poem and the words themselves only create those gaps.
Participatory Hermeneutics
By this same token, I'll call the second camp "participatory": they treat the audience as a kind of creator in their own right--Borges did this a lot and with relish in his later years, and Doki Doki Literature Club! makes it a game mechanic. A creator using this "participatory" hermeneutic essentially doesn't consider their work 'finished' until the audience interprets it. This should sound familiar. The audience contributes meaning to the work, by interpreting it, and a "participatory" work counts on it. And, to contrast with the "defensive" camp: they use complex (sometimes even overcomplicated) plots, which matter and inform interpretation, and tie into the second-order meaning that the work attempts to convey. The "surface level" plots don't solely carry a tangled "interpret this" into the audience's brain. Instead, the surface plot has enough complexity to have a plot-hole, enough character depth to have problematic characters, and enough weight on its own merit to have unappealing implications. In other words: even without convoluted postmodern hoity-toity highfalutin' hermeneutic jibberjabber, a member the audience can find a story they can just enjoy on its merits.
Before anyone angrily starts defending the characters in Undertale or complaining about the directionlessness of This House Has People In It, I hope I've made it really clear, I lumped these works into these two categories based on an overall tendency and commonality, in approaching this one really abstract concept, and as with any work, any binary you can think of will have gradations if you look among "all works, ever". And, even more importantly:
I really love all these works, and I love what they do and how they do it. They all also have flaws, because flawed humans made them, and flawed humans enjoy them. That all said: the "participatory hermeneutic" has everything to offer for my purposes, while the "defensive hermeneutic" . . . might get a post of its own someday.
So What Now?
In aeons past, I wrote about feedback and criticism, and this seems like a good time to dust off that idea with a new application. In particular, that old post talks simply about players (and GMs where applicable) helping each other to contribute their best, and get the most enjoyment out of a game. Here, we'll look at some basic questions players can pose each other as creators of a work, rather than participants of a game or members of an audience.
So let's take that 'player survey' and repurpose it for Dark Humanities and getting a toehold on literary criticism:
Can you describe your approach to your character?
What do you want to convey about your character?
What was one thing you want to make sure we all understand?
How do you interpret my character so far?
What theme or motif do you think our characters express together?
What misconception or misunderstanding would you like to clear up or prevent?
What themes do you want to explore?
And just like the 'player character questionnaire', everyone should update and refine their survey every few sessions. As a given game goes on, for example, you might get to know one of the PCs so well that you never need to worry about "misconceptions or misunderstandings", regarding that character's motivations and personality and thematic implication. But, that character's connection with eg themes of parental abandonment might change, and when that topic comes up, you can devote a question or three just to asking things like "might your character be treating this person as a surrogate mother-figure?" Maybe the player never thought of it that way! Maybe the player thinks that would be a great idea! But neither of you will think about it without pausing a moment to consider things like this.
And once everyone has shared a bit about their characters' themes and clarified everyone else's, you can discuss deliberately pursuing an idea, through your characters. Obviously your characters have no motivation for this, but your characters don't even exist, so they don't have any say in the matter.
For example, cyberpunk naturally deals with corporate oppression, alienation, dehumanization, and technological obsolescence. But, when one PC regularly takes recreational drugs, and baits another into joining them, a third concocts elaborate revenge fantasies, and a fourth picks up broken people like stray cats and tries to parent them into being functional . . .
Maybe they all share a more specific theme of "dysfunctional coping mechanisms". The drug-user is nice and obvious--and their partner joining them in partaking perhaps has a need to belong. The vengeful obsessive might be compensating for feelings of powerlessness and vulnerability by hurting or preparing to hurt others. And the self-styled Good Samaritan and would-be Guardian Angel might be doing the opposite--just as unhealthily.
Importantly, everyone keeps playing their character, the character they made, the character they want to play. But, with some good chewy discussion about story, everyone can also look for spots where, indeed, their character might just so happen to--do something to further this sub-theme of "dysfunctional coping mechanisms", on top of the background of alienation, obsolescence, and dehumanization.
Academic, critical, literary discussion of roleplaying games as games seems like a sadly underexplored subject. But critical discussion of the stories themselves, the ones happening at each table, might as well be completely unknown--so here's hoping someone can build on this!
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