#this is in the same vein as me telling mutual to play videogame so they can read my writing about it
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metanarrates · 8 days ago
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ive had multiple people tell me at this point that they've been at least partially influenced to read orv because my meta posts are so intriguing. so true come read my very long favorite novel so you can get to the good stuff (my posts about it)
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myfriendpokey · 6 years ago
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GARBAGE DAY!
a bunch of scrappy shorter pieces to clean out my drafts folder for the new year!
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A videogame will tend towards exhausting every possible variation of a design space whether anyone wants it to or not.
Videogames and duration - if something is good it should continue being good however long you extend it. You don't really encounter the idea that something can be good for a little while and then be evil.
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Works of art are "in conversation" with their audience, with materials, with history, with each other. The aim of an artwork is to start, or add to, "the conversation". "Conversation" sort of edges out the older tic whereby art "examines" or "explores" something, which always made me think of a big magnifying glass being propped up for the benefit of some eerily calm 1950s scientist. But now that sounds too chilly, and perhaps sort of sketchy in the power dynamics it implies. "Conversation" is much warmer, informal and more fluid - "conversation" is the assurance that any given power dynamic can be dissolved away in the warm glow of basic, mutual humanity. Let's talk it through! My door is always open! Whenever there's a complaint over labour conditions or harassment it's nearly de rigueur to also quote the wounded-sounding HR lackey, upset that people didn't talk to them about it before going public. Why would anybody deny the friendly, outstretched hand of the respected opponent and their entirely in-good-faith quibbling about word meanings, personality and tone? Why don't we have an honest conversation about the "honest conversation", that numbing discourse cloud sprayed out like formic acid to neutralize a threat, to melt any unsettling edges or contraries back into the familiar gloop of the private and the personal.
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One of the pleasures of videogames is that of an infinitely repeatable, always identical procedure. Pressing the button makes something happen, and by pressing it again it will happen again in the same way. So there's a kind of abundance or excess built into the system - like partaking of a fruit which will never be depleted, and in the process taking on in your own actions something of that same infinity. You can temporarily identify with the self-identical, eternally reproducing action that you are performing. I think one of the difficulties of videogames is that as you get (slightly!) older, that immortal quality becomes more visibly alien, harder to align to your sense of self. That these mechanics act like black holes, able to absorb any amount of your life without ever being satiated, becomes a terrible curse rather than an unexpected gift. That endlessness now seems eerie and artificial, a horrible parody of life rather than the highest version of it. 
The dadification of vgames has gone much remarked. But as well as a demographic shift I think this reflects a certain anxiety about the centrality of these immortal entities, these endless loops, within the culture. As reward for your fealty to the Mario brand you get even more Mario games, which by now you may not have time or energy to actually play. The VG dad (or even the buff, single pseudo-dads of the superhero movies) is eternally exhausted with the genre that he’s trapped in. We hear him groan and complain as he painfully slogs through the motions. The gratuitous loop is redeemed by the finite human suffering of the dad, as he manfully does what it takes to keep these things going forwards to the next generation, so that the next set of children may be able to actually take pleasure in them again. But the attempt to symbolically re-integrate these things into human life by casting them as a family drama never quite works: their ultimate indifference to that life shines through. A blind, eerie deathlessness is both their charm and their authority.
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That saying that when all you have is a hammer everything else looks like a nail - similarly, when all you have is willpower, everything looks like an obstacle to be pounded into submission by that same willpower. 
Laziness is a good thing in that it means stepping back from this idiot insatiability of the will. If you're lazy you have to pay more attention, because you're more aware of both your own limits and the limits of your material. 
I think there can be value in suspending a formal problem rather than building an exhaustive system to solve it forever. That way it's still something you have to think about, something that still throws off and reroutes the normal workings of your awful private fantasy machine. Dropping text strings into the game as elements to spatially encounter is not ideal technically but does force you to be more responsive and exploratory with how you use that text. Robust systems can be cool, but can also really homogenize everything - now "text" is just the miscellaneous stuff within the all-purpose "textbox" at the bottom of the screen, cementing its role as filler content.
The funny thing about really systemic, open-world type games is that their very robustness tends to suffocate exprience before it happens. We know nothing will happen which will significantly impact this camera POV, this dialogue system.. anything can happen except for anything which would require a fundamental change to the underlying inventory system. But maybe the whole pleasure of the open world game is just being able to hold those experiences in suspense.
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Mostly the characters voicing my own opinions in my videogames are explicitly malign and sinister - which is a corny device for me to vent without worrying as much about browbeating people with my opinions. But it's also a way of having those opinions without allowing them to overdetermine the rest of the game, or be fully in control over the more ambivalent and drifting work of "putting together different pieces on a screen to make interesting spaces". So in that sense my own ideas really are the enemies, and any plot role they serve in the game is a dramatisation of the effort to create a space where they lack controlling power.
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RPG Maker is a collage machine, you get a set of pictures and start placing them around until they start to form some kind of charged and interesting space.
I think the collage aspect is a lot of what I enjoy about making these things, which is why games with more polished or consistent art styles frequently leave me cold. For me the greater the discrepancy between different objects on screen means a greater effect when they're combined. 
How does gameplay etc tie in? For me gameplay can divert the interest but never truly capture it. For decades games have had the problem of effectively being able to train you to do something, but having no idea what that thing should be or why it would matter. They effectively move your attention around without being able to settle it because their inner logic is basically always the same ahistorical, mechanistic void. But this can be a good thing - the permanently restless and unsettled nature of videogame attention can't illuminate itself, but can do so to other things in passing. 
Distraction becomes a way to examine surfaces, rather than being sucked into depths or settled to one fixed meaning. And the drift of unsettled consciousness is ultimately what animates game collages, the spaces that shift and react as attention plays across them, revealing or withholding. And so from this perspective, the answer to why I make videogames is: because I don't trust myself to look after an aquarium.
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Design is managerial aesthetics - a mode of expertise framed as meta-expertise specifically because it scales up so well to systems of mass organisation and production. It's a universal discipline insofar as the task of removing any obstacles to the frictionless flow of attention and of capital is now also a universal chore. In this context a designer is like the MBA who can be dropped into any business to improve it, without ever having to know just what product they make – because the ultimate goal is always the same, the same tools can always be used. 
The cutesy books about the design of everyday life and so forth exist in the same vein as the ones that tell us there's nothing wrong with marketing because ultimately isn't all human discourse and activity some form of marketing? Isn't everything "design"? The strange top-heaviness with which these things outgrow their host categories parallels the unstoppable expansion of executive salaries within the businesses themselves. The task of managing other people's labour becomes ever more grandoise, ineffable, cosmic and well-paid as that labour in turn is framed as a kind of undifferentiated slop which exists for the sake of being shaped by creatives.
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tragedy / comedy:
Generalizing hugely I feel like tragedy is about an event or experience so powerful it changes everything - for the characters involved, for the people in that world, for the audience watching - while conversely comedy is the idea that no event or experience can change anything. Oedipus dies and there's a big announcement and everyone has to sit through the awkward two-minute silence before getting back to work, while trying not to fart or itch too noticeably, and the next day somebody's selling Oedipus commemorative pens which run out of ink five minutes after opening, and the pen cap gets lost and the cat starts playing with it. 
In comedy the tragic can still happen, it’s just never strong enough to escape the constraints of the inert material universe which we find ourselves in – all that which remains so stubbornly intractable towards the higher instincts. I can talk about the dignity of man but there's still a risk that my pants will fall down or that someone will hit me with a ladder, causing my head to get stuck inside a bucket of paint, etc. Or my voice might be ridiculous or I might have a stutter (old comedy standbys!), or someone might hear part of my words out of context and assign them a different and unintended meaning. Comedy is consciousness imprisoned within a cumbersome matter which it can't completely do anything with, but also can't exist without. 
Taken as a worldview, this sort of risks congealing into the kneejerk reactionary things-can-never-change, whatever-moment-of-human-history-i-was-reared-in-is-eternal-and-inviolate radio DJ / South Park mindset. And of course somebody's view of what constitutes a tragic, life-changing event depends greatly on whether it's happening to them or someone else. But as exaggeration, in its neurotic overemphasis of the inescapable material, i think this approach still has interest and use. Many of my favourite writers have a kind of comic understanding of consciousness: consciousness becomes a churning material process with its own independent momentum which has to be examined and accounted for as part of any real reckoning with the world. In this light comedy becomes a way to think about opacity and limitation, both in physical matter and in our own selves.
I think many people have made the point that vgames are generally comic, intentionally or unintentionally. The rhetoric around them still tends towards the tragic: make the choice which changes everything! Deal with the consequences, accept your fate! But in practice those moments feel less visible than the clumsy material layer of GUIs, inputs, mechanics and representations that contain and constrain them. The opacity of the black box is one inhibition: was that meant to happen? Was it scripted or a glitch? Maybe I should reload my save and try again. Another is the inertia of the various game systems and loops themselves - [x] character may have died but you still need to collect those chocobo racing feathers if you want the Gold Sword. The numbers in a videogame "want" to keep going up, whatever happens: there's an affordance there which exists independently to any merely human wants and needs, and so tends to act as a gravity well for distracted consciousness as it wanders around. When people talk about tragedy in videogames it's usually with the implicit rider that it's within a game, or set of game conventions, which have become naturalised enough to become invisible. Which also tends to mean the naturalisation of a form, of inputs, of technology, of distribution mechanisms and assumptions, which however arty we can get are still inherently tied to the tech industry. Every art game is to some extent an invitation to spend more time internalising the vocab of your windows computer.
I've mentioned that the materialism of comedy can tend towards unthinking reaction. But the insistence on certain limits inherent to the human body – requirements like clean water and clean air, food and shelter, actual bathroom breaks and not piss jugs and also not having to live six feet beneath a rising sea level - can be helpful at a point when all these things are regarded as negotiable impediments to the pursuit of future profit. Maybe it’s a good thing that some materials can still be so insistent about refusing to be absorbed into the will.
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I think what I most enjoy about art is the sense of a game with moveable stakes: where you never quite know the value of what you're playing for, which now appears absolutely trivial, and now appears to stand in judgement of the whole world, etc. I think this is also the Adorno idea of the aesthetic as really the extra-aesthetic, that which can step outside or threaten to step outside the limits of the merely aesthetic. It's why "just make a good game / pop song / comic / etc" never quite works, in rhetoric or in practice: the really good pop song is never that which just gives the enjoyable three minutes of listening we might consciously assign to be its remit, it's what overflows or undercuts that category, that which however briefly seems at risk of stepping outside it and into the realm of everyday life.
I grew up on pop culture so I don't have to feel positively towards it. Who am I meant to be defending it from? The handful of surviving WASPs reared on Brahms who get the ostentatiously-fussy-culture-review posts at print newspapers looking to pick up a slightly higher quality of margarine advertisement? The best thing pop culture ever gave me was its own critique: that of containing artists and moments which couldn't be squared with what the rest of it was saying, which seemed  to call the whole enterprise into question and in doing so broadened the sense of what was possible. Pop culture was never quite identified with itself, the value it has is in containing elements which make that self-identification impossible. So it always throws me off to see people celebrating "pop culture", like it's a self-produced totality, when that totality was only ever good for kicking.
Pop culture survives through a negativity it can never properly acknowledge.
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[images: Tower of Druaga, Detana!! TwinBee, True Golf Classics: Wicked 18, Microsurgeon, Dark Edge]
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