garote: (Default)

(The original top ten list: Part 1, Part 2, Part 3.)

Civilization

Many words have been spilled about this game's legendary ability to compel players to take "just one more turn." I've spilled many myself, and instead of spilling more, I will point you to the essays I wrote, each more elaborate than the last: 1995, 1998, 2011.

That first essay in 1995 was the start of a trend in my writing, where I'd play a very immersive computer game and then retell the experience in story form, with all the anthropomorphizing I'd done in my head along the way weaved in. It was a way for me to live the experience twice, and make a framework for pinning down the random thoughts I had about game design or philosophy - and of course the dumb jokes - along the way. Since then, of course, the internet has exploded with written and video-based play-alongs done by millions of people. I can't say I'm a trend setter because I don't think anyone of consequence ever read the things I made...

I also need to honorably mention the fifth game in this series, Civilization V, but for a different reason: It hooked me just as surely at the first game did, in a different era of my life, and infected me with a desire to travel across the world and see the ancient places name-dropped in the game. And that took further shape as a wild-eyed series of bicycle trips. A fair chunk of my middle-age time has been spent on a bike -- "behind bars" as we tourists sometimes call it. How much of that was Civilization goosing my interest in anthropology? I'll never know.

Robot Odyssey

It's circuit design as a game. Yep. How the heck could that ever be fun?

Well, you do it underground in the dark with obsessive-compulsive creatures. That makes it more relatable perhaps?

This game was extremely challenging. And I don't mean in terms of coordination or memorization - it wasn't about hitting buttons at just the right time, or repeating an action until you won by brute force - it was challenging in a legitimate engineering sense.

This game was marketed to 15-year-olds with the cute bloopy robots, but if you finished this game unaided, you were essentially performing electronic circuit design at an upper-division college level or beyond. The puzzles within would stump the majority of the adult population on the planet. And not because of cultural or language barriers either. Most adults simply would not be able to bend their minds around in the way required to solve these puzzles.

Robot Odyssey was like that arcade machine in the movie "The Last Starfighter": If you could beat this game, it was proof you had bona-fide real-life talent for engineering and could be useful in the industry almost immediately. I truly feel like the kids who finished it should have been subject to an aggressive recruiting push from Silicon Valley companies.

As a kid, I was also really taken with the idea that the things in the sewers of Robot Odyssey were intelligent creatures - up to a point - but they were also wired to automatically react in certain ways, just like the wiring of instinct in living things. If I put my hand in hot water, I instinctively recoil, and yet I'm still a thinking being who can process the event. So how much of life is being a robot? You do what you are wired to, and react the way you're wired to react, and your only option in life is to accept this and find some route to happiness or understanding.

Might and Magic / The Bard's Tale

These games take the fundamental weirdness of Dungeons And Dragons mythology and put it front and center, primarily through the colorful, playful artwork.

They made a perfect fit for computing: What better thing to convey, through a mathematical simulation on a flat, cold computer screen, indoors in a shadowy room, than an imaginary world where big hairy sweaty people were romping around in the sunshine, wearing exotic clothing, swinging giant clubs and sharpened hunks of metal, and beating on each other and screaming and shedding blood? It's about as far from the physical act of using a computer you can get. That's no coincidence.

I definitely can't say this applies to everyone, but I know for sure it applies to a significant chunk of the young computing population around me as I was growing up: We gravitated to sword-and-sorcery games on the computer because we liked the idea of being outdoors, with friends, with no bigger responsibilities than to physically bludgeon some certified evil antagonist until they either fled or died, and then sit around a campfire congratulating each other and making jokes, before doing the exact same thing again the next day. Of course, we couldn't really do that. The closest we got was camping trips, parties, and organized team sports, with the occasional schoolyard fight thrown in.

So we fed those urges indirectly, by doing something totally unrelated that we also liked: Sitting indoors quietly, going on internal mental journeys with the aid of the interactive digital fiction on the computer.

The more you think about it, the more - and less - sense it makes...

Chronotrigger

This game is a great realization of choose-your-own adventure storytelling. It's an open world -- sort of. The decisions you make are often mixed in with straightforward plotting, in a way that blends the two. Chronotrigger has won many awards over the years for its elegance.

But, this game has stuck with me for over 25 years mostly because of one incident that opened my eyes to the power of choice in game design.

Chronotrigger is a game about time travel. Early on you gain the ability to move between different eras of human development, like an anthropologist having the best dream ever, and later you gain access to a time machine that gives the characters finer control over where and when they go.

There is a character named Lucca. She's styled as a "nerdy scientist inventor" type, and she's instrumental to the plot of the game. There is a tragedy in her past: Her mother lost the use of her legs when Lucca was a child.

In the middle of the game, seemingly at random, all the protagonists are gathered around a campfire in a forest and the topic of Lucca's mother comes up. Everyone agrees it's tragic, and then they bed down for the night. The screen goes dark, and players naturally assume that the next thing they see will be the campground in the morning.

Instead the screen fades back in to the campground at night, with everyone asleep except for Lucca. She's up, and standing there. There is no music. With nothing happening, the player is compelled to poke a few controller buttons, and discovers that Lucca is now the character being played. The situation is clear: Lucca has unfinished business, and before she can sleep, there's something she must do.

After poking around, the player discovers that Lucca can walk away from the campsite and into the forest, where a time portal appears. She passes through it and the player is taken to a scene inside Lucca's childhood home.

The player guides the adult Lucca out onto an upstairs floor, with a view down to the workshop below. As we watch, a tiny child version of Lucca appears, helping her father with a machine. An accident happens, and the machine falls on top of Lucca's mother. The child begins running around, screaming, not knowing what to do. The machine needs to be shut off, but no one can get to the console.

Tragic music underscores the events that unfold. It is unclear what the player needs to do here. It's possible to explore the upstairs area a little and find a console that needs a password, and if the player guesses the password - Lucca's mother's name, Lara - then the machine is shut off and her mother is saved. But it is also possible - even likely - that the player will fail to figure this out in time, and the adult Lucca will be plunged back into the present moment in the forest, with no ability to go back a second time.

That's what happened to me. I didn't guess the password, and after a while of watching young Lucca run around screaming for her tragically injured mother, I was ejected into the present. All I could guide Lucca to do at that point was go back to the campground and bed down with the rest of the party. She'd revisited a terrible, formative moment from her own past, watched the tragedy all over again, and changed nothing.

I went on from that scene and continued the game, eventually finishing it, but the negative outcome stuck with me. Clearly something powerful had just occurred. Years later I learned that there had been academic papers written about that one scene, because the way it was designed was novel in gaming. It was an example of a new kind of narrative involvement in a tragedy, or perhaps just a really intense spin on a very ancient form of audience participation.

The player nominally has control over the character, and is responsible for the decisions and the effort the character makes, yet circumstances occur - maybe by design, maybe by choice - that make the character fail in their mission, and from that point on the character and the player are both forced to bear the burden of that failure together. The player has not just failed to find a happy ending, the player has personally failed a character they care about.

What made this incident special, aside from how novel it was in video games at the time, was how smartly it was handled. In the dialogue of the game, it's clear that Lucca is attempting to go back and correct a tragedy that she feels responsible for, and that was also formative in her personality. If - or when - the player guides her to fail in this effort, Lucca discusses it further with her friends the next morning, though she doesn't admit that she actually went back and tried to prevent it. The game actually shows Lucca trying to do the emotional processing that's needed to accept the failure, and again, since the player has been complicit in the failure, the player comes along for the ride.

Since that scene in Chronotrigger there have been endless examples of failure built in to video games, including failure with no possibility of positive outcomes, and many of these examples are reviled by players, who feel they are being railroaded into making poor choices or doing despicable things just for the sake of being hurt or even punished by the game designers. "The Last Of Us" is probably the biggest example of this in recent gaming. My own distaste for the way "The Last Of Us Part 1" ended was so great that I steered clear of "Part 2" entirely. It's bad enough that the main character selfishly invalidates everything you've accomplished over the course of the game. What makes it reprehensible, is that you are personally forced to move the controller and steer the character through that bad choice, even as you loathe it. Though you previously had control over whether they entered a room or fired their weapon, the game mechanics narrow down around you. There are many rooms but you can only steer into one. You have many possessions but the only one you can access is a weapon. And so on.

The worst examples of this tactic omit the emotional processing before and afterward. Like a tamagotchi showing a rotting digital corpse and declaring "YOU FAILED", with no comfort or guidance: What was the point? Why play a "game" if it makes you feel railroaded and sad afterwards?

garote: (weird science)

As a writing exercise, I've chosen the ten books, albums, movies, and games that were most important in defining me as a person, and challenged myself to explain why.

Some of these set my artistic tone or left huge imprints on my personality, others changed the course of my life or career.  With each item I can say, "if not for this, I would be someone else right now."  But why?  It's a hard question to answer.  A strong feeling would compel me to put something on the list, and then I'd realize I had no clue how to unpack that feeling.

Akira (1988)

I saw Akira when I was 15 years old. If a 15-year-old saw it today, assuming they could tolerate the violence, they would probably find it clichéd and uninspiring, and wonder how it could be on a ”Top 10” list. That’s unfortunate, but it’s also a testament to how ahead of its time Akira was in 1988. After 30 years pop culture has finally managed to catch up with it.

Over two generations, the DNA of Akira has been scattered into a whole menagerie of big ticket productions; from Avatar: The Last Airbender, to The Matrix, to the X-Men franchise, to the latest version of Superman, and beyond. Practically every depiction of telekinetic ability you’ve seen in a Hollywood film this century owes a debt to Akira. Every future dystopian saga revolving around a troubled teenager with special abilities - including the latest Star Wars film - leans a little or a lot on Akira’s legacy. No doubt if it had been produced three years ago instead of 30, it would have two sequels and a spin-off TV series by now.

But that’s all about the film’s impact in general. How did it impact me?

It was 1991, late in the summer. The yearly camping trip was done and there was nothing to do for the remaining few weeks of freedom before I started high school except play with my friends, wander in the woods, and bother my parents. My mother took my sisters and I to the little shopping complex near our house, and while she bought groceries she sent us kids into the murky video store to pick out one video each, for the evening’s entertainment. I blundered across Akira in the animation section and the box art promised explosions and technology so I took it home. By the time my movie was up for watching, everyone else was tired and ready for bed, so I stayed up to watch it by myself, sitting in the empty living room right up next to the TV. That was fine, because it turned out to be bloody and a bit disturbing in a way my parents would not have enjoyed.

I was fascinated by the vibrant, blocky color palette, the non-cartoony character design, the noir lighting, the sophisticated direction, and the cacophonous, semi-electronic, weirdly ritualistic musical score. And that giant demon teddy-bear sequence - holy crap! But I was most fascinated by the uniquely tai-chi inspired take on what it might be like to use telekinetic powers. Star Wars in the 70’s and 80’d had only a glimmer of this approach - Luke reaching for a dropped light saber and pulling it into his hand - but Akira took it and developed it into something much cooler and more effective. You could sling destructive force with your hands, push it outwards from yourself, bend light and impacts around you with shielding motions, lift your whole body up... The force seemed to center on your head, specifically the location of the occult third eye in your forehead, as though you were the god Shiva.

It made poetic sense, and for the rest of my teenage years I would imagine having those powers -- destroying the landscape or fighting other people, amusing myself as I stared out the window on long car trips or drifted away from a boring classroom lecture. It helped with feeling stifled and impotent and angry. It even snuck into my dreams, and has remained there.

But the real lasting power of Akira, to me and to my friends, came from the atrociously bad English dub that was slapped over it for the videocassette release in the United States.

The media company responsible for this cultural miscarriage must have decided that since Akira was animated, it must be for children, and so they hired voice actors from the American cartoon industry to fill out the cast. That’s how we got a bike punk with the voice of a Ninja Turtle, with that gnarly surf’s-up attitude and pitched-forward sarcastic inflection for every single line. It’s not “someone’s killed the manager”, it’s “SOMEone’s killed the MANager!!”

In modern terms this would be the equivalent of hiring the voice actor who plays Daisy in Mickey Mouse‘s Clubhouse to overdub the role of Harley Quinn in Suicide Squad. It’s a disaster for sure, but it’s a weirdly compelling one.

Now that I think about it, maybe those studio executives knew what they were doing, because practically every exchange of whacked-out dialogue in Akira spawned two or three catchphrases among my friends, and we pitched them back and forth at each other endlessly for years and years, long after that awful VHS dub was erased from public consciousness by a much more conventional and respectful dub with a better translation of the script, on DVD and then on Blu-ray. 30 years later and I still think it’s hilarious to scream “KANEDAAA!!!” out a car window, or tease one of my friends when they’re looking grumpy by saying “oh what do we have here, huh? Are you the FUNERAL DIRECTOR?” Or reply to some confusing explanation with a sarcastic “Ya lost me, coach!!” Or just say anything, really, in that unique punk-ass Kaneda voice. It marks me as an adult from a certain time and place, because that voice has been dubbed out of existence, and newer generations will never know it was there.

Akira snagged my imagination. It got me into anime, pushing my media consumption sideways, leading me to cyberpunk and dystopian sci-fi as well. But an equally lasting effect came from how it was butchered during its journey to my local video store, and for that I am actually grateful.

“Aaaa… it’s my braaain… WHAT HAVE YOU DONE?”

(For some reason a complete Spanish dub is on YouTube ... not for long I expect. I've started this embed at my favorite scene.)

garote: (bedroom 1)

As a writing exercise, I've chosen the ten books, albums, movies, and games that were most important in defining me as a person, and challenged myself to explain why.

Some of these set my artistic tone or left huge imprints on my personality, others changed the course of my life or career. With each item I can say, "if not for this, I would be someone else right now." But why? It's a hard question to answer. A strong feeling would compel me to put something on the list, and then I'd realize I had no clue how to unpack that feeling.

I'm doing the movies chronologically. Number four:

Bodacious Ta-Tas (1985)

Quite a few times I pondered just dropping this movie from the list, because I knew it would be hard to write about with both honesty and class. But the challenge is the point of this writing exercise, isn't it? Be warned; if discussions of pornography or masturbation disturb you, you should probably browse somewhere else.

Bear with me; this is going to take a lot of unpacking. )

Whew, that was a long one!

garote: (Default)

As a writing exercise, I've chosen the ten books, albums, movies, and games that were most important in defining me as a person, and challenged myself to explain why. With the movies, I'm going chronologically, and this is number 3.

Ghostbusters (1984)

I was eight years old when this movie came out. I already loved all things Halloween, and a mashup of ghosts with sci-fi contraptions and nerdy jokes was perfect for me. The visual effects were great too, and it set the template for what I thought ghosts should be like: Gassy neon light shows, drifting around doing their own thing. If you got in their way they would attack at you. Then if you didn't run away, something awful and mysterious would happen and you'd never be seen again. So basically, ghosts were like elephants. Except they were more colorful, and made less noise going through a wall.

Also, scientists were fun, and could act like total weirdos as long as they got their work done. That weirdness got injected into my own life as pile of catchphrases, like, "Dogs and cats, living together; mass hysteria!" and "There is no [insert random thing here], only Zuul!" and "I love this plan! I'm excited to be a part of it! LET'S DO IT!" and of course, "Ray, when someone asks you if you're a god, you say YES." And so many others. My friends and I swapped these around endlessly until they were part of our grammar. There were also quotes that I didn't get until much later. I was in my 30's before I really understood, "You've never been out of college. You don't know what it's like out there. I worked in the private sector. They expect results!" And now I find it hilarious that Louis invited all his work clients to a party and called it a "promotional expense."

The music was fantastic too. I bought the soundtrack on cassette and played it on the living room stereo, and danced and rolled around on the carpet. My favorites were the "Ghostbusters Main Theme", and then "Dana's Theme" which immediately followed it.

Ah yes, and Sigourney Weaver was in this movie, and I immediately liked her. Not because her character got possessed by a demon and acted all vampy - which I found incomprehensible as an eight-year-old - but because she projected a sort of comfortable maturity. Looking back, I have to say that if she knew what she was doing as an actor - which she probably did - it was very smart to take what was really a "damsel in distress" and "love interest" role and rearrange it to say "I'm perfectly fine on my own and I have my shit together, but circumstances made me reach out to these Ghostbuster guys, and Peter is a goofball but I am allowing myself to be charmed by him because he is being a gentleman at the same time." Some other actress could have taken her scenes and lines, and been flirty and jumpy and clingy, and then just swooned into Peter's arms at the end of the film, but Sigourney chose to deliver something else, and it managed to show how her character might honestly be attracted to someone like Peter in the first place, and vice-versa.

So, take that over to me, the preteen goofball in the audience: Here's a classy lady who might actually want to be your girlfriend some day. Wow!

My crush on her got a huge boost, of course, when I saw Aliens two years later.

So why was this movie so influential to me, aside from the endless quoting? Why is Ghostbusters on this list, when Return Of The Jedi (which came out just the year before) didn't make it? Mostly because of a statement it makes with its characters.

This movie came out in 1984, the same year that "Revenge Of The Nerds" was in theaters. It's hard to understand now, but back in 1984 "nerds" were actually seen as a minority group that needed some kind of "revenge." How the times have changed! Ghostbusters made a different statement to nerds: It's not you versus "jocks". It's not you versus anyone. If you don't feel like you "fit in", don't worry about it. Stick with your friends, feed your obsessions, and try to have fun -- because you can be aggressively weird and still command respect when your weirdness makes you very good at your job.

That was the key idea. Even if I wasn't going to save New York City from an apocalypse, I could still find some way to make my weirder nature useful, whether that took the form of being a hardcore scientist like Egon, an excited collaborator like Ray, a steady hand like Winston, or a goofball like Peter. Like the Ghostbusters, my friends were an ensemble of nerds, and perhaps the future could be bright for us... Or at least better than the confusion and sense of rejection we felt from most other kids our age. This movie whispered to me that perhaps our "revenge" for suffering as nerdy kids could be to thrive as nerdy adults.

Also, when someone asks you, if you're a god, you say YES !!!

garote: (bedroom 1)

As a writing exercise, I've chosen the ten books, albums, movies, and games that were most important in defining me as a person, and challenged myself to explain why.

Some of these set my artistic tone or left huge imprints on my personality, others changed the course of my life or career. With each item I can say, "if not for this, I would be someone else right now." But why? It's a surprisingly hard question to answer. A strong feeling would compel me to put something on the list, and then I'd realize I had no clue how to unpack that feeling.

The first two: )
garote: (Default)

As a writing exercise, I've chosen the ten books, albums, movies, and games that were most important in defining me as a person, and challenged myself to explain why.

Some of these set my artistic tone or left huge imprints on my personality, others changed the course of my life or career. With each item I can say, "if not for this, I would be someone else right now." But why? It's a surprisingly hard question to answer. A strong feeling would compel me to put something on the list, and then I'd realize I had no clue how to unpack that feeling.

The last three: )
garote: (tetris launch)

As a writing exercise, I've chosen the ten books, albums, movies, and games that were most important in defining me as a person, and challenged myself to explain why.

Some of these set my artistic tone or left huge imprints on my personality, others changed the course of my life or career. With each item I can say, "if not for this, I would be someone else right now." But why? It's a surprisingly hard question to answer. A strong feeling would compel me to put something on the list, and then I'd realize I had no clue how to unpack that feeling.

The next three: )
garote: (machine)

As a writing exercise, I've chosen the ten books, albums, movies, and games that were most important in defining me as a person, and challenged myself to explain why.

Some of these set my artistic tone or left huge imprints on my personality, others changed the course of my life or career. With each item I can say, "if not for this, I would be someone else right now." But why? It's a surprisingly hard question to answer. A strong feeling would compel me to put something on the list, and then I'd realize I had no clue how to unpack that feeling.

Top ten games, the first four: )
garote: (programmer)

Over the last year I've felt disconnected from my usual writing habit, so I decided to jumpstart things by writing about something fun: I've chosen the ten books, albums, movies, and games that were most important in defining me as a person, and challenged myself to explain why.

Some of these set my artistic tone or left huge imprints on my personality, others changed the course of my life or career. With each item I can say, "if not for this, I would be someone else right now." But why? It's a surprisingly hard question to answer. A strong feeling would compel me to put something on the list, and then I'd realize I had no clue how to unpack that feeling.

The remaining five: )
garote: (programmer)

Over the last year I've felt disconnected from my usual writing habit, so I decided to jumpstart things by writing about something fun: I've chosen the ten books, albums, movies, and games that were most important in defining me as a person, and challenged myself to explain why.

Some of these set my artistic tone or left huge imprints on my personality, others changed the course of my life or career. With each item I can say, "if not for this, I would be someone else right now." But why? It's a surprisingly hard question to answer. A strong feeling would compel me to put something on the list, and then I'd realize I had no clue how to unpack that feeling.

The first five: )

garote: (ultima 7 study)
Over the last year I've felt disconnected from my usual writing habit, so I decided to jumpstart things by writing about something guaranteed to be fun: I've chosen the ten books, albums, movies, and games that were most important in defining me as a person, and challenged myself to explain why.

Some of these set my artistic tone or left huge imprints on my personality, others changed the course of my life or career. With each item I can say, "if not for this, I would be someone else right now." But why? It's a surprisingly hard question to answer. A strong feeling would compel me to put something on the list, and then I'd realize I had no clue how to unpack that feeling.

The list of books: )
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