supernormal

Don’t go breaking my heart (container)

It’s 11 p.m. on Valentine’s Day, so I’m watching Emma play Breath of the Wild. Somehow I didn’t play it when it was, you know, running the gamut as the best game ever made.

The weapon durability mechanic always confused me, though. In that game, weapons break in like 50 hits. From what I understand its easily the most controversial choice the developers made.

Subtext: I was confused because I didn’t take the time to understand what this mechanic does do. I was content just being vicariously annoyed by what it doesn’t do.

It doesn’t let you keep a favorite weapon. I tend to stick with just the one in FromSoft games. In BioShock Infinite I would literally find the exact gun I put down — not the same type of gun, the same gun — so I could carry it through the whole game. We’re very attached to weapons in games.

Weapons in Breath of the Wild were designed to work like consumables. Because it’s not a fighting game, it’s an exploration game. To continue fighting, you have to explore and find new weapons. They become a reward for engaging with the world.

That’s what game design, design in general, is all about: rewarding the behavior you want.

(Photo from Zelda Dungeon, btw.)

More is more

The sun in the sky with clouds.

You know how extremely smart people when someone does something a little authoritarian say “there’s nothing new under the sun?” That’s complete bullshit! There’s a lot of new things under the sun! Tic Tacs! F1!

Twitter’s ill-begotten For You algorithm is ostensibly mimicking TikTok’s For You algorithm. Lots of companies want to follow TikTok’s success. But this isn’t Assyria. We didn’t see the Hittites using big, wheeled machines and think, “Oh my god, if we started driving around in big wheeled machines we could gain a similar advantage over our enemies. This will revolutionize warfare!”

Imagine the scale of copying TikTok’s algorithm. Imagine the sheer data. Twitter can sniff at reproducing this technology because they’ve been squatting over the vastest surveillance mechanism ever conceived outside of religion. (I mean the data market as a whole, not any one app.)

We are long past the point of elegant solutions. Brute force is the greatest technological advancement in history. What we wrestle with now could not have existed at any point before now.

I’d say there’s kindness buried in that message, and most of us should be kind to ourselves — you can’t pull your attention off of TikTok because it’s a totally unprecedented stimulus — but let’s not give a pass to power structures that do dangerous things just because we’ve never seen the consequences before. Gianluca Mauro talks about the “Chaos Monkey experiment,” arguing that tech enacts world-altering changes while denying accountability. It is the proverbial monkey in the proverbial Netflix server room, unplugging shit and making you miss Dated & Related.

@gianluca.mauro The Chaos Monkey experiment #learnontiktok #tech #siliconvalley #ethics ♬ original sound – Gianluca Mauro

Or to put it another way: “Move fast and break things”  sounds like a lot of fun until you break things. Which someone probably would have known if they ever played outside with other people.

Action: Guns in games

One of my sticky notes, you may have noticed, says “Action Movies.” Another one says “Guns in Games.” They’re some of the old guard, ones I’ve had floating around for a long time. There’s another that should be up there, “The Fight Scene.” I’ve wanted to talk about all of these for a long time, but they form such a stable tripod that I have a lot of difficulty covering one without necessarily talking about the other two as well. So, I think I’m going to make this a series, one part covering each leg of the tripod.

The slogan of this series: “Action” is an emotion and a kind of storytelling that’s worthy of pursuit.

And because the culmination of that argument comes with action movies, and the fight scene is a core building block of the action movie, I’ll start with the most circuitous sticky note and talk about guns in games.

I am personally very afraid of guns. I don’t like them. I’ve grown up in a time when it makes a lot of sense to not like guns. Nevertheless, I can recognize a huge number of firearms. Not just by name, but by sight.

The gun is ubiquitous across video game genres — most ubiquitous in the aptly named “shooter” genre. A wide majority of best-selling video games not produced by a company called “Nintendo” feature guns. This actually weakens the argument considerably because, wow, there are truly so many best-selling Nintendo games. But among people who consider themselves “serious gamers,” people who have naturalized into the hobby, I think there’s a sense that guns are core.

(Not to dismiss Nintendo fans as “fake” or anything. Animal Crossing players will save the world.)

One way to quantify this: Steam, a platform where Nintendo doesn’t trade and where users have invested in gaming PCs basically as a prerequisite for entry. SteamDB’s “currently global best selling list” looks as follows.

SteamDB's list of the top 20 currently best-selling games. 13 of the 20 feature firearms.

 

Real guns, fake guns, near-futuristic guns, far-futuristic guns, old timey guns, guns that shoot lasers, guns that shoot bullets, sword guns, ship guns, guns with plenty of bullets, guns with preciously few bullets. Basically any type of gun, and every dynamic of interacting with guns, is represented on this list. And this is just the most recent bestsellers. Two of the non-gun sellers are gaming hardware.

To get out ahead of this now, I think any effect video games might have on US gun culture is scant and oblique. I do not think video games make people more or less violent. The first commercial video game console was the Magnavox Odyssey, released in 1972. The only peripheral made for the Magnavox Odyssey, and the first video game peripheral ever made, was a light gun for the game Shooting Gallery, in which player shot at dots of light on the screen. Clearly the appeal of guns to players reaches far deeper than Doom.

Although, the video game industry has been insidiously embroiled with the military-industrial complex since its inception. The creator of the Magnavox Odyssey, Ralph H. Baer, was a military contractor. He worked on the console as a side project to his engineering job. The first online games were played on military servers.

Years and years of contact have handed the military greater and greater control over how it’s presented in video games. Journalist Edwin Evans-Thirlwell described the state of shooters in 2007, after the industry got tired of the WWII fan fiction originating from Saving Private Ryan and Medal of Honor.

The result, Call of Duty 4: Modern Warfare, unlocked a brand-new vocabulary for the first-person shooter. It traded the mud and everyman heroics of WW2 experiences for a slick, cheerfully amoral celebration of western military hardware and urban combat tactics—arming the player with laser sights, ghillie suits, Stinger launchers and drones. It also courted topicality where games like Medal of Honor had tried to distance themselves from the headlines—one level sees you living out the final moments of a country’s deposed president, while another puts you at the controls of an AC-130 gunship, in scenes familiar from news footage of the Iraq War.

His whole history of the FPS is such a great read on the subject.

We’re getting to the end of what I have to say about guns in games, because I think the key is really in Shooting Gallery. And it’s in the slew of games with guns that aren’t firearms. The portal guns, gravity guns, paint guns, grapple guns. Without introducing some kind of magical ability into the mix, guns are convenient in games because you can hand one to the character and say “this affects the thing you’re looking at.” It’s a way of manipulating something in the middle of your screen at range.

So that’s my answer to the guns in games question, at least how I think of it now. Guns in games are prevalent because:

  1. Their design allows a player to target and manipulate a point.
  2. Video game history corresponds closely with modern military history.
  3. Action is the genre most suited to gamey interaction.

That third one is sort of a dark horse, right? Well, I’ll get to clarify it in the next entry into this series. Or I’ll explore it. Or I’ll think about it really hard and not get anywhere. Suspense!

Guilt market

Tuesday is game night, so I hoped to flip through a couple of articles and come back with a snappy readers digest. Maybe some original material.

My chosen topic: Why do we feel guilty when we enjoy narratives through movies, television, video games, but not when we read books? Seems like a pretty universal experience.

I was surprised that no body of literature exists on the subject that was quickly Google searchable. I found an Atlantic article about Americans’ perennial guilt about watching TV. And I remembered some pieces of Steven Johnson’s Everything Bad is Good for You, which argues, among other things, that books would be viewed with suspicion if they were invented after video games somehow. That argument is mostly about how new media is also good, not the reverse: why reading is better. As far as I remember.

In fact, “why reading is better” is mostly how that question got phrased online. People wondered why reading is better than television, like it was a mathematical principle they just didn’t understand. Others were there to answer them. “It engages the imagination.” “It takes longer to read a book than watch a movie.”

Those things are true, but I wonder why they’re considered advantages and not differences. One centerpoint of TV guilt comes from parents feeling the need to “sneak away” from family duties if they want to watch an hour episode of TV. In that case, isn’t it more of an advantage to have a shorter platform than books?

A plausible explanation, in my opinion, would be that reading and writing are just older than those other media. They’ve had time to mature. One note the Atlantic article makes about TV guilt is that marketers discovered shows with a seemingly intellectual center do better in the “guilt market.” Hence the procedural crime drama, which Steven Johnson describes as setting of the explosion in smart TV (so to say).

(Aside) Writing tip: all you need to start developing ideas of your own is to read two things and then smash them together. Flint, meet steel. He-Man action figure, meet Hot Wheel truck.

Early novels, as far as I understand them, weren’t particularly complex. I’ll tell you about Lucian of Samosata’s A True Story some other time, but I think it’s basically unreadable. It took novels a while to sort themselves out.

(Aside) I thought I was onto something: shousetsu, the word for “novel” in Japanese, uses the characters for “small” and “rumor.” I thought I was onto something, like the etymology of this word expresses some suspicion about the novel format. Alas, I don’t think that’s what’s happening here. It did let me stumble into the “cell phone novel,” though, which I am over the moon to explore.

Unfortunately, I’ll leave it — and the guilt market — for another time. I’m going to go enjoy game night. And I’m going to feel great about it.

If you want to get over your fear of the Backrooms, read the wiki

An empty high school hallway.

My friends and I played this multiplayer horror game, Into the Backrooms. It was fine, lots of fun despite not a lot of polish.

Except, wow, I didn’t realize there was so much lore to the Backrooms. Did you know that victims of Cursed Souls could get sent to Level -250, “Pylon Purlieus,” one of the deadliest negative levels of the Backrooms?

For me, approaching your horror property this way makes it the opposite of scary. Some fans created r/TrueBackrooms, a splinter cell of the original forum for posting pictures with the original Backrooms’ eerie simplicity. One of the posts made me chuckle, poking at a greentext that read:

So what if someone “noclipped” in the year 1800 or 40 BC or the year 2200? Would they still go to an early 21st century room? At least make your creepypasta reasonable.

I don’t think fear is exactly the unknown. Lots of properties eke (eek) horror out of clearly defined rules. The Quiet Place. It FollowsThe Ring. In properties like these, fear is a matter of timing. You know exactly what’s going to happen and when that thing is going to happen. Inevitability is just as scary as not knowing.

Less information, more information, neither determines whether something is scary. No more than knowing a color’s hexcode will tell you what color it is. The term Michelle Chang uses for this is “data resistance,” and it’s a concept I’ve gotten a lot of use out of and definitely will explore more.

“Scary” describes a feeling, not any kind of narrative flourish. At least for my taste, though, a two-headed robot that wants to stabilize timelines doesn’t have quite the same mystery as damp wallpaper and stale air.

0, 1, or 2

Doctor Strange holds up a finger in Avengers: Endgame.
Okay I promise I won’t talk about Endgame anymore after this one I’m sorry

This post continues my exploration of spoilers and story arcs.

I saw Avengers: Endgame (which, I’m sorry whatever spirit I angered, please don’t make me mention Marvel properties here again) before every one of my friends back home. It released later for them, somehow, than it did for me in rural northeast Missouri. When I saw it, my group chat allowed me to send one text, one byte, to indicate the number of post-credits scenes: 0, 1, or 2. No “dude guess what happened,” no “I can’t say any more but,” not even “I liked it” or “I didn’t.”

My friends and I pathologize spoilers. Why? Endgame isn’t art. It’s not confronting. Its creators would never suffer a twist ending. What did we all seek from unblemished viewing?

Well, I’ve been thinking about catharsis theory, or any of the explanations for why we like sad and scary movies. No one claims to have cracked this thing wide open, but plenty of reasonable explanations pry the question ajar. All have to do with stimulation.

When we are exposed to the supernormal (gah, I love that), we’re switching on lights in potentially disused parts of our brains. You don’t usually get to enjoy it when a masked figure hurtles at you with a kitchen knife. In the safety of a story, you can. It’s rehearsal.

We experience sadness more commonly, so sad movies are less kicking the wheels and more about taking our emotions out for a spin. Empathy rules, and getting to feel empathy where no one you love is actually being hurt rules more. This feels like it’s on the right track.

Sadness, fear — but also joy and righteous anger. Surprise, the startle response, is another foundational emotion. Surprise is ephemeral by definition. Tragedy and true terror linger on for a long time, so it’s easier to noodle on the depth of experience afforded by those emotions. Why don’t we give surprise a fair shake?

Art is about novelty, among other things. Surprise is the emotional response to novelty. Don’t these two naturally pair?

In D&D, we huck dice all the time. Running that game would be so much easier if I could just describe what I want to happen. But that murders the magic of the game. Dice reflect uncertainty. They are ersatz novelty — something for us non-Lynchian laymen, still chipping through our nonfiction books but watching three Bond movies in a month, who have moments rather than tortured days to consider how the Character’s decision will unfold in the direction of their Motivation, towards Tragedy and Bliss.

If you could tell me how every die roll would turn out, the game would be ruined. If you could spoil it, in other words, the game would lack surprise.

Stories conjure sadness, fear, happiness, anger, and surprise. Some arcana could probably thieve the joy from a happy movie — just try watching a feel-good flick starring a hard cancelled actor. But in a world where it’s easy to steal joy or fear or rage we would need some word for it. We don’t. We only have spoilers, because surprise is easy to spoil.

Surprise doesn’t star in superhero movies. At best it’s on the fourth or fifth screen of the credits. “Robert Downey Jr., with surprise and Buncha Crunch.” The event of Endgame, though, had drama all its own. There were stakes. 0, 1, or 2? We didn’t know what was next. We all wanted to walk away with our own experience, our own opinions, ones that were ours. Spoilers, maybe the thrill of spoiling, is that you can make someone else’s experience your own.

And people love power. No surprise there.

Lost on Usenet

An old Usenet window reading "Agent - [alt.usenet.offline-reader]." A text box at the bottom reads, "Re: Have you tried Agent yet? Has anyone out there tried Agent yet? A friend of mine said it was really cool."
Photo via web.cortland.edu
I’m pulling archived Usenet pages for a story I’m working on. This is unmistakeably the Internet, but in the uncanny valley of a totally bygone culture.

Whether the old internet is inherently eerie by modern standards — it’s decluttered, styleless, emotionless — or whether it’s only cast that way by horror fiction that uses the old internet (like Welcome to the Game) is, I guess, a philosophical problem. Chicken, egg.

Which, by the way, is there a name for that genre? In fiction it would be called “epistolary.”

Anyway, it has me thinking about discoverability again, the refusal of the internet to show us something unless we know to ask for it. Usenet was an insular community of insular communities. Discord, if you want to compare the two, feels like a vast community full of vast communities. I’ve tried my best to get involved with Discord servers. You can’t get a word in edgewise. The early adopters, the people who were “there,” acquire the clout to moderate a conversation. As a newbie, things become much harder. You can scroll through thousands of users and struggle to find your own name.

“Community” is a bigger word than it’s ever been before. It unshutters a far more grim angle of discoverability. Namely, who will discover you?

Conversely, maybe what fuels internet-interface horror is the idea that you will certainly be seen?

Yeesh. You don’t want to see someone in an empty hall, and you don’t want to cram in a crushed hall. It’s almost like the march of technology asks difficult questions that force us to adapt to new realities. Someone should write several centuries of genre fiction about this stuff.

The golden age of fun

A man and a woman in tennis gear stare down two hulking, enraged players in short shorts, from the Spy x Family anime.

Noted douchebag Aristotle proposed that we tell and imbibe art in order to experience a full range of emotion. I’m thinking about the reasons we doomscroll — to fulfill an evolutionary baseline for panic, to affirm our station over others, a search for answers, gambling for hope. Psychologist Jane Wu calls it “practicing having GAD” which I think is hilarious. You think you’d want to be worse at that.

Everyone’s wired differently. Personally, I get diverted and strangled much more easily by fun than by terror. And why not? Fun is up there with love and relief for the best feelings out there. Art that evokes fun isn’t often confronting, and it can flub your bus schedule. But I’m glad that, if there was ever a golden age of fun, we’re living in it.

Ten things I’ve had a lot of fun with lately:

  1. The Spy x Family tennis arc
  2. Marvel Snap (endlessly and bewilderingly)
  3. Marvel Legendary (I swear I’m not a Marvel stan, but it’s a great game)
  4. Playtesting D&D homebrew, which involves a lot of chucking dice
  5. Prepping a characer for a new D&D campaign
  6. Barotrauma (multiplayer submarine survival horror)
  7. Singing the O Brother, Where Art Thou? soundtrack end to end
  8. Cooking — spam musubi, french toast sticks, sloppy joes
  9. Watching jan Misali’s video on the five types of paradox
  10. Making voices for my cat with my girlfriend

Kaiju poker

Daniel Craig as James Bond and Mads Mikkelson as Le Chiffre play poker in Casino Royale.

I’ve been wanting to write about poker for a while. I played it for the first time in a long time while snowed out in Buffalo. Someone told me that beating young men at poker is easy: you just don’t be a dumbass. Gambling hijacks a part of the male brain. Thoughts like “How many Queens are left in the deck?” and “What hands are better than my hand?” turn into “All in? All in? Should I go all in? I should go all in. All in. I’m all in.”

Hope Poker is of the same genre as Hope Chess, in which you try and outwit your opponent rather than just playing the game that’s in front of you. That’s literally a line in Casino Royale. Bond says to Vesper,

“Then you’ll know that in poker you never play your hand…you play the man across from you.”

Which, that’s just silly. The only person you play in poker is the one sitting in your seat. Good poker players beat bad poker players because they actually know if their hand wins in most cases, and because they see far enough in the future to bail before making a stupid bet.

I’m not a great poker player. I’m not even a good one. But I did watch Casino Royale recently, and I just started reading Colson Whitehead’s The Noble Hustle. One is a poker movie, the other is a poker memoir.

Actually, that’s not even true. Casino Royale is a spy movie with poker themes. (And I guess, The Noble Hustle is a memoir with poker themes.)

The differences between the poker scenes in these two works are actually really instructive, particularly because one is fiction and the other is nonfiction.

Take hand probabilities. In Noble Hustle poker, we’re stuck with Wikipedia probabilities. 2.6% for a full house, 4.83% for trips, 0.0032% for a royal flush. So take a full house. In a five-player hand (and I’m taxing my memory of probability math here), the chances you don’t see a full house are 88%. Ish. In ten hands, odds are you’ll see one full house.

In the final hand of Casino Royale, something like three of the players at the table all show increasingly high full houses. Probability-wise, it’s more of kaiju movie than a poker movie.

Oh no, spy movies aren’t realistic. One detail, which I sort of love the filmmakers for including, is how each player’s stacks change dramatically between shots, implying that we’re cutting a lot of hands. Presumably the high card hands (17.4%) and the one pair hands (43.8%) just aren’t worth our time. Which, you know, it’s also not worth our time to watch James Bond get a good night’s rest, put on his deodorant, price shop for fresh produce.

Half of the difference between James Bond and Colson Whitehead is odds. The other half is that Colson, like the rest of us, has to live moment-to-moment, while Bond only has to live jump cut-to-jump cut.

Remember that next time you find yourself dazzled by a friend’s Snapchat story.

One other parting thought: On the morning I played poker in Buffalo, we also watched Moneyball. A friend of mine, a marrow-of-his-bones football guy, told me that the conflict of that movie — “sports are a number game” versus “sports have an ineffable, artistic quality” — is still very much at large. You figure poker players must feel this, too, behind their dark sunglasses. On the other hand, I think all chess is Billy Beane chess.

The difference is that a football or a baseball game could be decided by a rainstorm, by cheers, by elevation. Bluffs are always on the table in poker. Chess is surgically methodicalized. It’s a game of perfect information, and minimal chaos.

What does it tell us that chess is robotic, while poker and football are “intuitive” or “art forms?” It tells us that most people like to believe they can ride chaos upward.

Attention machine, pt. 2

 

Drawing of a woman looking at something out of frame.
“Woman expressing attention, desire and hope.”

Every single thing requires attention. Attention suffers not from the problem of being hard to define — instead, so many definitions exist in so many different fields that you could find useful interpretations of it everywhere you look.

Cognitively, attention is the ability to concentrate on one thing while tuning out other details in the environment. It’s about what you see, but also about what you don’t see. If we couldn’t pay attention, we would die under a crushing mass of stimuli.

On the internet, the cognitive definition of attention holds up, but is heightened: rather than “focusing” and “tuning out,” architects of the online world sever you from the information they think you shouldn’t see. While on TikTok, you’re not tuning out all of the videos that don’t cross your For You page. On Instagram, you’re not concentrating on your feed. In both cases, it is a given that your attention is wholly engaged with the platform. Whatever it shows you, you’re all in. Everything else is dead limbs.

That’s what surprises me about social media: how small it feels, despite literally everyone being on it. It’s the world’s hugest, sugariest cake that we’re only allowed to eat one bite at a time.

Maybe this is a good way for thinking about attention in general. We are overwhelmed by the world. By the huge cake. Some people are able to take measured forkfuls and stop when they get a tummyache, sure. Others of us just can’t help ourselves. We shovel it in, pink and oily, hand over hand, until we’re raw from the girt of sugar crystals and heaving. Wouldn’t it be better to sit, lean with our backs against the old-god dessert, and let someone else measure it into our mouths?

Cognitive metaphor theory comes to us from linguistics, and it argues that we translate abstract concepts into concrete metaphors. What is the mind? I don’t know. So I say “I’m a little rusty,” “we’re running out of steam,” “his ego is fragile,” “I’m firing on all cylinders.” I speak in metaphor: The Mind is a Machine.

These metaphors end up becoming so pervasive that we think about, speak about, and operate one thing as though it were the other. If someone carries a great emotional weight for a very long time, and suddenly collapses, unable to function from the stress of it all, I could say they “broke down.” That’s all the explanation you’d need. Even though, what does that even mean?

One of the great, early cognitive metaphors is, “Time is Money.” It so pervades language that it’s become a saying all it’s own. We waste time, save time, borrow time, invest time, put time aside, budget time, make time, lose time. “Attention is Money” feels tempting as a corollary, except that’s not really right. You can give someone your attention, you can pay attention. But it can’t be saved, or budgeted. It can’t be wasted, since if you’re not paying attention to something it’s not like your attention is bleeding out onto the floor. If you’re not paying attention, then the attention just doesn’t exist. Time is the number line, attention is points you plot along its axis.

Also, the way more salient metaphors we use for attention — other than “pay” — are “keep,” “hold,” and “lose.” Time is value, but attention is valuable.

Something else interesting about attention-as-commodity (we’re stepping away from cognitive metaphors here) is that you can’t hoard attention. The only thing you can do with attention is give it to something else.

These are just my scattered thoughts on attention, after both failing to understand attention as a machine learning concept and being disappointed by the Atlantic article I mentioned yesterday. Something something fMRI, something something brain waves. But I did read it. Every word.

If you read this whole thing, I guess I should thank you for your attention.