Sunday, November 25, 2012

Super Nerd Sundays Presents: You're Going to Die Eventually!



I’m infected in The Walking Dead now.  It’s a scary prospect: I’m playing a character who is dealing with their inevitable death in this final chapter, a character I’ve put a lot of time into developing, a character who has been an organizational pillar for the other characters in each episode.  I’ve kept a man from falling apart after losing everything, saved a man’s life by finding him a doctor and helped a young woman find closure through violence. But all this is superseded by the fact that the little girl I’ve been taking care of, the centerpiece of my survival in this zombie apocalypse, has been taken, and it’s up to me to find her.

This is part of a bigger issue in games, one Call of Duty: Modern Warfare the First and Bioshock both brought to the forefront of their thematic milieus back in yonder day: mortality.

There’s a moderately popular school of thought that games are intended to be power fantasies.  They’re supposed to represent mental or metaphysical spaces where we get to play out a fantasy of being exceptionally tough, strong, smart and quick badasses who get to do the right thing, most of the time, and rarely have to compromise.   On anything.  If you want to play a particular way, you always can.  If you want to only use one gun for the entire game, you can.  If you want to just use a knife, you can probably do that.  There are games that will abide your behavior, however zany it may seem.  The game itself is just a vector for you feeling tough and powerful.  The followup Call of Duties, the Assassin’s Creed series and Mass Effects (despite its system of consequences) all fall into this category of game.  You churn through enemies and, regardless of how you choose to play, you are something of a super human entity: if you die it can only occur when control of your character is wrested from your grasp.  In Assassin’s Creed, every single bad thing requires an act of deus ex machina, where you are no longer capable of controlling whoever you’re supposed to be controlling.  This dynamic effectively destroys any meaningful commentary on life and death.  In a game so focused around mortality and fatality, making me limp for a while is not as effective as presenting me with a world where my actions have meaningful consequences.  If I can kill anything that I run into with minimal effort it’s tough for me to grasp my relative insignificance in this world.

Therein lies the draw of games like Bioshock and Thief.  These games, and their spiritual predecessors and antecedents, present worlds where you are far from the top of the pecking order.  In Bioshock you become quite powerful, but most of the game will be spent narrowly avoiding death at the hands of enemies who are as powerful as you or more powerful.  In Thief, there is no power curve: you will always have to fear the Undead, Burrens, Hammerites, normal guards, Mechs, Fire Elementals, Ghosts, a slough of environmental hazards, locked doors and long falls.  And everything else.  These are games that present you as a frail, weak creature in a world of exceedingly powerful enemies.  You’re probably going to die a lot here, and in the end the stories are less about you emerging through a conflict victorious and more about you escaping with your life.  In at least one of these games, you die at the end.  In a hospital bed.  Of old age.  In one ending.  The power fantasy is dismissed in favor of a nod to the inevitable mortality of the hero figure.  These are games where death is constantly present, and the best you can do is make it through the end of the story alive, but really even that won’t save you.

They hint at an aspect that other games, specifically competitive multiplayer games and Rogue-a-likes, rely on completely: the idea that you will lose, sooner or later.  In competitive multiplayer games, this is the crux upon which the game rests.  If a game presents a set of scenarios where the results are static, the game has no sustainable appeal as an experience.  You know how it’ll end before it even begins: you’ll lose at C&C 3 every time you boot it up if you aren’t schooled in the C&C franchise’s distinct form of RTS action, but in Call of Duty’s multiplayer you’ll be moving back and forth in the chaos of battle all the time, and even the worst player will get a few lucky kills in.  This means that part of the game is accepting the inevitability of running around madcap and resetting: that is to say, dying, becoming attuned to the cycle of game play.

Rogue-a-likes do this in a much more aggressive, pointed fashion.  They are founded on the premise that you, as a player, should expect to fail.  They wear it on their sleeve that you’re probably not going to make it to the bottom of the dungeon and, even if you do, you probably won’t actually be able to survive down there for very long.  And in the unlikely event that you do make it through the game and win, you’re just going to be doing it all over again because the expectation of failure, the hope that you, as a player, are going to lose sooner or later, is really what’s driving the play in a Rogue.  They operate on the premise that failure is interesting.  Failure as in death.  Death is a natural part of the game, rather than a plot point or a twist moment: it’s a thing that resets the play and gives you a new opportunity to employ the skills you’ve been developing in a new way.

This is where Rogue-a-likes and the fatalism that The Walking Dead’s posits collide: the idea that failure in a game is expected, perhaps even inevitable, but that the events that lead up to that failure are truly important.

There’s a certain poetry to this mindset.  Most games teach you to avoid failure at all costs.  Hell, most things in life do, to our discredit.  Because successes are considerably less edifying than failures.  But games that encourage you to take risks, games that encourage you to engage in behavior which conventionally equates failure, are liberating in a beautiful way.

I’ve put almost 20 hours into Dungeons of Dredmor at this point.  20 hours in less than a week.  During my first playthrough I spent around two days using the same character.  I generated her skills randomly and, as luck would have it, ended up with a fantastic mix of abilities that made the game a breeze and a joy to play.  I easily discovered traps and turned them into sweet, sweet cash money.  I had a pretty little moustache golem that followed me around and killed my enemies and repeatedly died for me.  I could teleport around and hit things hard.  It was good.

Then I died.

I died in a really dumb way: accidentally attacking the storekeeper with my laser eyes.  The storekeeper in Dredmor will one shot anyone dumb enough to attack him, or at least he will at the level I was at. It was over before I knew what I’d done.  My stupid mistake had cost me untold progress and set me back from uncovering the entire Golemancer skill tree, one of my mini-goals in Dredmor.

I was bummed.

For around an hour.  Then I walked back and loaded up a new game and a new character.  I gave him a stupid name and carefully selected my skills this time, picking the ones I thought I could use, leaving out the ones I didn’t see the point of during my last playthrough.  I felt well suited to the dungeon.

I got a whole extra floor down before dying, this time because I didn’t understand that one of the skills just didn’t do anything except make me skip a turn.  I became frustrated again, then rolled a new character, this time completely at random.  I jumped back in and killed this character before I left the first floor.  I’ve since done this something like seven times.  Each time is an absolute delight.

There’s a joy in participating in a structure where you’re encouraged to fail, and a certain beauty to it as well.  The play, not the payoff, becomes the key to the game and the moments you’d usually rush through, like grinding, become the moments you want to let linger.  I’m sure it will grow tiresome before I hit 40 hours of play (I’m counting on it; I’ve got a lot of papers to grade over the next few weeks) but for now it’s just wonderful to sit down and run through a dungeon, waiting to see how I’ll die.

I’ve also co-opted Dungeons of Dredmor into a bigger project, where I record how each character dies.  I don’t know if it’ll end up working as a poem or a story or anything.  But right now it’s just fun to read each absurd death out loud.  I imagine my death in the final episode of The Walking Dead (which I’m waiting until I return to Brooklyn to play) will be a great deal more serious.  But the fatalism present within the game will be no different, and with nothing to lose I wonder just what I’ll do to save Clementine.  Something terrible and perhaps amazing, I’m sure.

Saturday, November 24, 2012

Congratulations Parishioner Pauly!



There are a lot of stereotypes about the Irish.  That you drink, that you’re all Catholic, that you carouse and carry on at all hours, and that you’ll fuck anything that isn’t running away.  We’d normally say “nailed down” there, but nailing something down actually makes it easier to fuck so…

We digress.  All of these stereotypes are actually embodied in you.  You’re a Catholic Parishioner named Pauly and you love three things: booze, whores and other people’s wives.  You’re also lazy, love corned beef, and constantly criticize others without ever turning the lens upon yourself.  And you’re a coward: while you love helping lonely, bored wives cheat, you almost always do so in the most surreptitious fashion possible, so as to avoid any kind of violet blowup or fallout from your actions.

Today you’re going to be given an exceptional opportunity to change all that.  Today, after you wake up on a church pew from the previous night’s bender, mouth all full of cotton, head pounding with blood, you’ll see a woman standing in the middle of the aisle, tapping her foot and staring at you.  Her eyes will be puffy.

“Ach, ee, begorah lass.  Wassapassfayatuday?” you’ll slur at her, quite stereotypically.

She’ll look at you for a moment, processing your incoherently speech, before shaking her head and looking you in the eye.

“I discovered my husband, drunk as he’s ever been, in bed with our next door neighbor’s daughter last night.”

“Acha, lass, ess fah fram the wahstathings.”

“The girl’s thirteen,” she’ll murmur.  “Same age as my daughter.”

You’ll be speechless there for a moment.  This woman came to you in her weakest hour for solace and guidance.  You’ll wonder, for a moment, if you should do what you plan to do to this woman: take her to your chambers to console her and then get her a little drunk and just rail on her until you come inside her.  She’ll start weeping, fall to her knees in the aisle and look up at the ceiling, apparently beseeching it for answers.

You’ll walk over to her and place your hand on her shoulder.  She’ll look up at you, eyes welling with tears.  She’ll look away, unable to hold your vision for more than a few seconds.  You’ll drop to her level, on your knees as well, looking deep into her eyes.

“S’not much awe cando, y’see, luv.   Ha’ ya talked to th’thorities regardin’ such – “ you’ll begin entreating her interests, marking the first time, in your career as a parishioner that you’ve actually done anything that even vaguely resembles a parishioner’s duty.  But before you can finish your sentence, she’ll have leaned in to kiss you.

“I didn’t come here for your words.  I need a man inside me.  A worthless man, a man who will cuckhold my husband, take away his hold on me,” she’ll whisper into your ear.  Then she’ll kiss you again and push you on your back with one hand while unbuttoning your pants with the other.

As she climbs on top of you you’ll consider protesting.  But as her hand finds your penis and reminds it of its function coarsely, you’ll realize that this is another way to serve your parish.  You’ll lay back and let it happen and, in that moment, avoid changing who you are to make the world a better place, insuring that things won’t change, at least not too much.

Congratulations Parishioner Pauly!

Friday, November 23, 2012

Congratulations on Growing an Incredible Beard!



We don’t mean “grow a really nice looking beard.”  Your beard looks like garbage, just so you know.  Absolute garbage.  You couldn’t make it look worse if you tried.  A rapist beard would look better.  A teenager who grew a rapist beard would look better than you.

But your beard does do something that defies credulity, thus making it truly, truly incredible in the most literal sense of the word.  Your beard violates Euclidian geometry, curling itself at odd angles, twisting back upon itself and forever bending light back to its source in a way that makes it tough to look at you without throwing up.

Scientists will study your beard, learning about new dimensions, dimensions that our brains quiver at the very concept of.  With time, this knowledge will help us become more as a species.  Maybe even visit other worlds, since space travel is generally easier when you know more about space.

So even though you’re not going to get laid for at least a year and your beard makes it tough for people to look at you without vomiting, we beseech you not to shave it off.  If only so we can offer you this, our most heartfelt of thanks for forever reshaping our understanding of the world.

Congratulations on Growing an Incredible Beard!

Thursday, November 22, 2012

Congratulations Youtube Video Pirate!



Youtube videos are awesome.  Everybody knows it.  Your parents know it.  Your little sister knows it.  Hell, even SNL knows it.  Thanks to their patented “let’s rip off youtube” approach to comedy they’ve gone from being a national embarrassment to being funny again.

But there’s a subsection of Americans and unimportant people in other places who still don’t know about Youtube: people without the internet.  Recent studies have shown that people most of us have never and will never meet actually don’t have the internet.  These people cannot appreciate the glory that is bite sized internet comedy.  They know nothing of Star Wars Kid, Keyboard Cat or Dennis After Dentist.

You’ve decided to make it your goal in life to correct this ill: you take the best Youtube clips out there, cut them together and then make DVDs of said clips.  Then you drive around the United States to gas stations, various Asian sub-settlements (including, but not limited to, Chinatowns, Koreatowns and Pakistantowns) and high schools, selling copies of these Youtube clips to anyone who hasn’t seen them before.

The bulk of your customers are elderly, too old to really learn how to use the internet, but capable of appreciating its glory all the same.  Some are children who constantly have their internet access turned off for buying porn.  And a handful are felons, who can only use their internet connections in prison for dating and writing letters to sexy widows.  All of them appreciate what you do.

But Youtube video creators aren’t quite as universally satisfied with your service.  Some of them are happy, sure.  But some are irked to be discluded.  Others think that they should be paid for their Youtubings.  A handful believe that you are the devil and must die for Christ to be reborn.

One of this last subsection is going to catch up with you outside of West Reseda Middle School.  He’s going to be carrying a massive revolver and wearing a robe like a Francescan monk.  One of his friends will be filming him from a safe distance as he walks up to you as you hand DVDs out from a garbage bag and taps you on the back with his gun.

“Time to die, Satan,” he’ll say.  Then he’ll shoot you in the chest.  Then he’ll move to turn the gun on himself, but before he has the chance middle schoolers will begin piling on top of him, hammering their terrifying little fists into him, resting his gun away and hitting him with it repeatedly until he’s subdued.  Then they’ll take turns shooting at his lower extremities and torso until the police arrive. 

You’ll be dead by the time they get there, but take solace in the fact that this video will be uploaded the next day and instantly “go viral,” so even though your physical body will be very, very dead, your legacy will endure forever.  Or at least, for a while yet.

Congratulations Youtube Video Pirate!