Curry Chandler

Curry Chandler is a writer, researcher, and independent scholar working in the field of communication and media studies. His writing on media theory and policy has been published in the popular press as well as academic journals. Curry approaches the study of communication from a distinctly critical perspective, and with a commitment to addressing inequality in power relations. The scope of his research activity includes media ecology, political economy, and the critique of ideology.

Curry is a graduate student in the Communication Department at the University of Pittsburgh, having previously earned degrees from Pepperdine University and the University of Central Florida.

Filtering by Tag: surveillance

Interpassivity, Reaction Videos, and Emotions as Content: Why Pablo Hidalgo is (maybe) Right

Amidst all the Cyberpunk 2077 discourse over the past month-and-a-half, I was struck by the opinion expressed by gamepressure’s Michael Chwistek that the game perhaps offers more potential as an interactive movie than as an open-world RPG. The article begins thusly:

“I don't like games that complete themselves. Take Telltale games, for example. I only managed to finish the first season of Walking Dead, and my adventure with Life is Strange ended on the first episode. Now, these are fine stories, of course, and I really like a well-crafted story, but I expect more from games. For story itself, I prefer to read a book or watch a movie, instead of mindlessly pressing keys to see just another portion of dialogue.”

These sentiments stood out to me for two reasons. In the first place, the comments resonated with recent thoughts I’ve been working through in regards to so-called “walking simulators,” games that emphasize environmental exploration and narrative with interactive gameplay elements often limited to mere movement. During the coronavirus quarantine I have both played several noted entries in this sub-genre, and watched several others as walkthrough videos on YouTube. I’ve been fascinated by the ways in which many of these games engage with psychogeographic ideas and explore possibilities of a topological (rather than chronological) narrative presentation. It’s a topic I’ve been considering writing about, so more on walking simulators later.

My other thoughts on these comments have to do with interpassivity. The theory of interpassivity was first articulated by Austrian philosopher Robert Pfaller to describe trends in interactive artwork. Pfaller’s original formulation was directed as a response to discourses on interactivity predominating in art theory during the 1990s, but the concept has since been taken up to theorize modes of quasi-interactivity or mediated engagement, such as practices of online online “slacktivism.” Chwistek’s formulation of “games that complete themselves” accords perfectly with Pfaller’s initial framing of interpassive objects as “the work of art that observes itself.”

Interpassivity was also evoked by another recent ripple in online discourse. A Star Wars-centric YouTuber released a reaction video showing themselves crying while watching an episode of The Mandalorian. It later transpired that Lucasfilm employee Pablo Hidalgo had responded to an online discussion of the reaction video by tweeting: “emotions are not for sharing.” Hidalgo later apologized and attempted to clarify the intent behind his comments:

“I wish to clarify that my post that ’emotions are not to be shared’ was sarcastic self-mockery and was certainly not intended to be hurtful to anyone and I’m deeply sorry that it was. As a lifelong fan, I appreciate fans expressing how they feel – it’s what being a fan is about!”

The controversy over Hidalgo’s comments may seem like a temporary tempest in a teapot, just another ripple in the continual current of click bait content and rage tweeting. But I think it also highlights salient aspects of contemporary media culture and some of the attendant ideological assumptions. Particularly in relation to interpassivity and the mediation of emotions.

In most applications interpassivity refers to phenomena in which activity or behavior is delegated or “outsourced” to another agent. In a recent book Pfaller (2017) repositioned interpassivity as the delegation of enjoyment. Rather than having other people or machines work on your behalf, “interpassive behaviour entails letting others consume in your place” (p. 1). Through interpassivity, Pfaller argues, “people delegate precisely those things that they enjoy doing” (p. 2). 

The myriad genres of video content that have proliferated on YouTube in recent years offer clear potential for an interpassive analysis. Reaction videos, unboxing videos, and “let’s play” videogame livestreams all represent emergent manifestations of the attention economy. But these examples also evince a commodification of reception and response, a shift in media consumption where consumption itself is what is being consumed. These video genres can be seen as interpassive media because they enable the view to enjoy through the other, to vicariously unpackage the commodity or play the videogame through the mediation of the video creator.

The phenomena of interpassivity has also been tied to belief. For Pfaller, interpassivity is marked by a double delegation, involving a transfer not only of pleasure but also of belief to a representative agent. This delegation of belief has been central to Slavoj Žižek’s use of the term. Žižek employs the theory of interpassivity to argue that cynical distance and doubt buttress rather than undermine ideological function by positing the existence of an “other supposed to believe” and “illusions without owners.” Žižek cites examples of interpassive operation from electronic media. The “canned laughter” on the soundtrack of a TV sitcom “performs” laughter on behalf of the viewer “so that it is the object itself that ‘enjoys the show’ instead of me, relieving me of the superego duty to enjoy myself” (1998, p. 5). Video recording of TV programs allows one to continue working in the evening “while the VCR passively enjoys for me” (p. 7). Advertising messages perform the enjoyment of commodities on behalf of the consumer (“Coke cans bearing the inscription ‘Ooh! Ooh! What taste!’” , p. 5).

Žižek has also frequently used the example of the Tibetan prayer wheel as a key analogy in his theory of how ideology is perpetuated through disavowed belief. The prayer wheel allows the user to delegate religious belief, as spinning the wheel executes the prayer ritual on the subject’s behalf. For Žižek, the situation is analogous to capitalist subjects who act “as if” they believe the economic system works while professing a cynical distance. As with the prayer wheel, ideology allows subjects to dispense with belief or conviction while persisting in the routines and behaviors through which the belief is enacted.

Critical responses to the proliferation of self-promotion and exhibition on social media tend to focus on issues of privacy surveillance. The advent of pervasive communication technologies has apparently expanded the notion of generalized panoptical surveillance beyond earlier formulations based on overreaching state intervention. We now live in a world where individuals readily broadcast the details of their own lives to an anonymous audience. We are so suffused in the endless stream of media signals that we contribute our own responses in the form of new consumable content. What becomes of personal affect and sentiment in this circumstance? Is “privacy” fated to be an illusion without owners? 

Pablo Hidalgo’s flippant remark that “emotions are not meant to be shared” contains an implicit argument against the mass mediated publicity of online culture. A tacit defense of intimate and inner experience against the colonization of the lifeworld by popular culture, against the transmutation of authentic emotional reactions into “content.” This oblique rebuke only seems radical in the context of Hidalgo’s position as a Lucasfilm executive, placing him within the gargantuan Disney apparatus which is at the forefront of subsuming our shared culture and imaginative expression in its ever-expanding portfolio of “intellectual property.” It is this crucial fact that underlies both the controversy over his comments and his public mea culpa.

Dutch philosopher Gijs van Oenen has further developed the theory of interpassivity, expanding the scope of interpassive operations to the domains of politics and citizenship. For van Oenen, interpassivity emerges as a response to the overwhelming demands for interactivity and expectations of civic responsibility facing modern subjects. The “privilege of self-realization” has come to be experienced as a burden as an “imperative to participate” (2011, p. 10). Interpassivity provides subjects with a means to “outsource the burden of interactivity” and promises repose in the form of institutions and objects that “appear prepared to assume the load of emancipation and self-realization” (p. 11). Van Oenen thus considers interpassivity as “a form of resistance to the pressures exerted by successful emancipation” and a relief from the obligation to always live up to our emancipatory promise (p. 1).

Interpassivity also features in Jodi Dean’s (2009) notion of “communicative capitalism.” Dean defines communicative capitalism as “the materialization of ideals of inclusion and participation in information, entertainment, and communication technologies in ways that capture resistance and intensify global capitalism” (p. 2). She argues that discourses and practices of networked communications media fetishize speech, opinion, and participation in such a way that the exchange value of a message overtakes the use value. Messages are thus unmoored from “contexts of action and application” (p. 26) and become part of a circulating data stream that relieves institutional actors from the obligation to respond. Thus, for Dean, communicative capitalism is “democracy that talks without responding” (p. 22).

Dean argues that the ostensible democratic possibilities offered by participatory media merely serve to provide a semblance of participation by substituting superficial contributions of message circulation for real political engagement, a phenomenon she connects to the theoretical concept of “interpassivity.” Changes in communication networks represented by the acceleration and intensification of global telecommunications have consolidated democratic ideals and logics of capital accumulation, resulting in a “strange merg­ing of democracy and capitalism in which contemporary subjects are produced and trapped” (p. 22). The integration of communication technologies and message circulation into neoliberal governance calls the very possibility of an emancipatory communicative practice into question.

The phenomenon of interpassivity further troubles traditional schemas of subversion and resistance. Whereas Dean identifies interpassivity with the capture and neutralization of resistance, van Oenen sees interpassive operations as a form of resistance in themselves. If van Oenen is correct that citizens are burdened by interactivity and the imperative to participate, then how might an emancipatory politics be formulated in the post-emancipatory era of interpassivity?

Various authors have explored the possibilities of an anti-politics of withdrawal, such as Zizek’s (2006) promotion of a “Bartelby politics” which elevates the fictional scrivener’s refrain of “I prefer not to” into a political mantra. In response to the calls for interaction and engagement that proliferate in contemporary discourse Zizek states that the “threat today is not passivity but pseudo-activity, the urge to ‘be active,’ to ‘participate’” (p. 334).

Against this backdrop we might discern a latent revolutionary impulse in Hidalgo’s admonition that “emotions are not meant to be shared.”

References

Dean, Jodi. Democracy and Other Neoliberal Fantasies: Communicative Capitalism and Left Politics. Durham, NC: Duke University Press, 2009.

Pfaller, Robert. Interpassivity: The Aesthetics of Delegated Enjoyment. Edinburgh, Edinburgh University Press: 2017.

van Oenen, Gijs. Interpassive agency: Engaging Actor-Network Theory’s view on the agency of objects. Theory & Event 14, no. 2 (2011):

Zizek, Slavoj. The Interpassive Subject. Centre Georges Pompidou, Traverses, 1998.

Zizek, Slavoj. The Parallax View. Cambridge, MA: MIT Press, 2006.


Watch_Dogs: Legion, part 1: Open Worlds

I love the Watch_Dogs franchise. Or rather, I want to love it. I certainly love the overall concept. The distinguishing features of the series incorporate some of my favorite elements from video games in general, as well as more particular niche interests. For one thing, the games  are set in contemporary urban open worlds that can be experienced in “sandbox” style, which is one of my personal favorite video game genres. The game worlds are also based on real world cities, which is another plus for me that I will talk more about later. The second defining feature of the  Watch_Dogs franchise for me is the thematic focus. The game's primary thematic concern, as indicated by the franchise name, is technologically-enabled surveillance in modern society. The narrative and gameplay address obvious concerns surrounding intrusive technology in terms of the erosion of privacy. A related major component, particularly in the first game, involves urban infrastructure, as well as how the implementation of emerging technology for city management produces augmented spatialities and governmentality. Now, as I said earlier I definitely love the concept, but how the games execute these concepts can be more difficult to ascertain. I have looked forward to the latest entry in the series, Watch_Dogs: Legion, for the past couple of years and have enjoyed playing it over the past month or so. Now that I've had some time to think about the game, I wanted to offer some thoughts before my scant video game time becomes occupied with Cyberpunk 2077 next week. I am going to organize my thoughts and comments around the two themes I have already identified that appeal to me most about these games: the urban open-world play environments, and the thematic engagement with the issues of surveillance capitalism and imaginaries of resistance.

Open Worlds: Exploring Virtual Spaces

My love of open world games, and in particular urban sandbox style games, began with Grand Theft Auto 3. Driving around the three islands of Liberty City sowing discord while listening to Chatterbox FM was unlike any video game I had ever experienced.  Nearly 20 years later, open world exploration remains my favorite video game pastime. Self-directed exploration of a virtual environment provides me with a surefire circuit for relaxation, recreation, and escapism. I have thus far been focusing on the particular sub-genre of urban open world games, although I certainly have great appreciation for other varieties as well. For example, my experiences exploring the worlds of Oblivion and Skyrim remain pinnacles of fantasy role-playing. 

Now, even when limiting our purview to the subgenre of modern city environments, we can distinguish urban open worlds in video games between those that are based on actually existing cities, and those that are wholly fictional or imagined. I enjoy both types for their unique qualities and appreciate them in different ways. For instance, an entirely fictional virtual city offers the potential to explore an environment that is totally unknown and surprising, largely free from the baggage of preconception and expectation. Furthermore, a virtual city created from scratch is not necessarily bound by the constraints of real world geography and can therefore endeavor to prioritize a game space optimized for play and creative mobility. An example of this category might be the city of Steelport from the Saints Row series, although clearly even this fictional city bears evidence of association and allusion to real-world urban centers. Another example that comes to mind is the setting of the Crackdown games. In this case it is an extremely generic near-future urban environment; I don't even recall the name of the fictional city from the first two games... Port Town? Star Union? Megalopolis? However, the game world is designed to accommodate what for me is the key feature of the Crackdown series: bounding from rooftop to rooftop collecting power orbs, increasing agility stats so that you may reach increasingly higher peaks. Indeed, I was always somewhat taken aback to be walking or driving along a street in Crackdown-town and notice all of this superfluous level of street level detail that the designers had included, such as signage for shops and other businesses with punny names as if this was a Rockstar game. 

Speaking of Rockstar, the Grand Theft Auto series provides a perfect point of interconnection between the categories of fictional virtual cities and those based on real world locations. The aforementioned Liberty City from Grand Theft Auto 3, for example, is a fictional city: the name suggests a link to New York by evoking one of that city's greatest landmarks, yet the design of the game world itself does not incorporate much in the way of specific iconography or virtual re-creations of specific places. Vice City, the subsequent game in the series, declares a setting in Miami of the 1980s beginning with its titular allusion, yet that is only the beginning. This game furthers the funhouse-mirror-view-of-America-as-seen-by-Brits-through-the-lens-of-American-popular-culture that began in Grand Theft Auto 3. Yet in addition to drawing from gangster films and other pop culture of that era the game also incorporates limited recreations of iconic Miami locations. San Andreas represented an even further evolution, not only further in time to the 1990s where the game draws heavily from pop culture and media depictions of Los Angeles from that era, but also to the scale of the environment and the degree of verisimilitude attempted in its recreation of real world cities. Grand Theft Auto V extends this trajectory to an exceedingly ambitious simulacrum of Southern California that is simultaneously a parody of contemporary America, a condensed impressionistic depiction of Greater Los Angeles, as well as strikingly accurate recreations of actually existing locations. Of course, the metropolis of GTA V is Los Santos rather than Los Angeles, because while the game dips its toes in nearly simulation level depictions of LA, it's other foot remains firmly planted in the satirical and cartoonish Grand Theft Auto alternate universe. 

Further along the spectrum of realistic video game depictions of actual cities we find more grounded portrayal of real world sites. Some of the best examples come from the Assassin's Creed series, where some of the great cities of the world are recreated based on previous historical eras. Now, one of the reasons that I love accurate representations of real world cities is that they provide a novel way of interfacing, in a mediated and imaginative way, with an existing location. This offers rich benefits whether you have personal experience of the place, or if you have never actually visited. When you are familiar with the place depicted you can test the designed world of the video game against your personal knowledge and memory. You can, for instance, go seeking for a particular location or landmark to see if it has been included in the game world, and if it has been included you can compare the accuracy with your own experience or recollection. However, a detailed re-creation of a real city can be a wonderful means of learning more about that place. This is why one of my all-time favorite video game cities is the re-creation of Manhattan in True Crime New York City. The play space of True Crime NYC is a GPS-accurate block-by-block re-creation of the Manhattan grid. Because the game was released in 2002 it obviously does not offer the level of detail or graphical fidelity that we are spoiled by in more recent video games. However, True Crime New York City does offer the distinct pleasure of being able to race along every Avenue on the island of Manhattan while crossing every real-world street and encountering none of the real-world traffic. One of my favorite things to do in True Crime NYC was to think of a prominent building or other landmark, look up the cross streets on a map, then go to that intersection in the game to see if the landmark was included. Most of the time I found that it was. I remember playing the game after returning from a brief visit to Manhattan where I had stayed in Midtown for an academic conference. In the game I was able to re-create the route of my daily walk from the hotel to the conference venue, finding satisfying details such as the inclusion of a church right on the street corner where it had been during my stay. I also discovered landmarks that had been previously unknown to me, and learned things about New York City history from playing the game. For instance, one time while racing down 3rd Avenue I was stopped in my tracks by the appearance of a massive building with an attached tower. I brought my virtual car to a screeching halt in the intersection to face this distinct structure. The building stood in such contrast to the more generic streetscapes that fill in the spaces between more customized locations in True Crime NYC that I felt compelled to look up the cross streets online to discover whether this was indeed a re-creation of a landmark that I was not familiar with. It turned out that this structure was the mosque and minaret of the Islamic Cultural Center of New York. Yet another time I was speeding along through lower Manhattan. As you are driving in True Crime NYC, the names of streets that you are crossing are displayed at the top of the HUD. I saw in quick succession the street names “Duane” and “Reade” flash by at the top of my screen. I went back to confirm what I had seen, and upon further investigation learned that the Duane Reade convenience stores which are so ubiquitous in Manhattan are indeed named for the location of the company's original warehouse which was situated on Broadway between the streets of Duane and Reade. Moments like these are a large part of why I continue to feel such fondness for the New York City presented in the True Crime series even after so many subsequent games have presented more dynamic representations of the Big Apple. 

Watch_Dogs’ London: Virtual Horizons of Urban Life

The London of Watch_Dogs: Legion straddles the boundary line between realistic representation and fanciful imagination by virtue of its near-future setting. The city is unmistakable, rendered with a plethora of recognizable landmarks and significant amount of granular detail. However, the London-as-we-know-it is also augmented by certain science fiction trappings: landmarks such as Big Ben and Tower Bridge are emblazoned with massive holographic projections indicating a general threat level for terroristic activity along with the logo of the private military company overseeing local security. The other major deviation concerns traffic through the city, both at street level and in the skies above. The road traffic consists of an assortment of cars, trucks, and motorcycles, along with iconic London vehicles like black cabs and double-decker busses. These more familiar conveyances are joined also by fleets of autonomous taxis or self-driving ride-share vehicles (the in-game lore establishes that all personal vehicles are legally mandated to have autonomous driving capability). One gameplay change that this introduces is the ability to commandeer vehicles on the move without “stealing” the car and inconveniencing a driver. The autonomous taxi vehicles in fact have no separate driver compartment or steering wheel, and are instead designed like a commuter train passenger carriage with two benches of seats facing each other (they are incredibly similar to the autonomous taxis featured in the execrable third season of Westworld).

Self-driving cars represent one element of the near-future technological projections featured in the game. One of the other major additions (and more significant in terms of gameplay impact) is the ubiquitous drone presence in the city. Above the ground traffic buzzes a constant stream of autonomous drone vehicles, flying quadro-copters that largely follow the terrestrial street routes. Drone devices are mostly confined to a number of vehicle categories: delivery drone quad-copters ferrying packages; slow-moving cargo drones hauling crates and construction materials; CToS surveillance drones hovering around to monitor goings-ons in the city; news drones filming footage for GBB reportage (the in-game alter ego of the BBC); and assorted anti-pursuit and riot control militarized drones. The constant stream of drone traffic adds a distinctly cyberpunk element to the city (while also resonating with contemporary culture and directions of technological evolution), but it also introduces one of the most substantial gameplay innovations into the Watch_Dogs formula. One of the fundamental gameplay elements in Watch_Dogs has always been “hijacking” security cameras, i.e. “hacking” into them with your mobile device to gain a new perspective on a particular location, scout enemy positions, and leapfrog from camera to camera to solve puzzles (as long as you have line-of-sight you can progress along a chain of CCTV installations). I’ve always appreciated this aspect of the Watch_Dogs gameplay loop in part because it is (usually) not reliant on combat encounters and offers novel approaches to platforming segments. In Legion, if you are struggling to get line-of-sight on a particular CCTV position or need to gain access to a harder to reach area, you are often able to hijack a passing drone, grabbing it out of the sky and piloting toward your objective. As you gain proficiency with this practice it affords some creative platforming and puzzle solving, as well as emergent approaches to clearing enemy encampments.

The London of Watch_Dogs: Legion is often quite beautiful; it is also often buggy, glitchy, and bizarre looking, owing to a host of persistent graphical issues. Yet at its best, when all the environmental elements are working in concert, you can get some dynamite scenes of Regent Street illuminated by a late afternoon sun, or a magisterial Westminster across the Thames (the Thames, on the other hand, is real rubbish: the river traffic is a ridiculous procession of pop-ins and low-texture polygonal watercraft). Aside from the near-future aesthetic embellishments the Legion designers largely leaned in to a realistic re-creation of London. The game’s map and designated districts bear close cartographic correspondence to its corporeal counterpart. I last visited London in 2016, and I have successfully recreated certain walking routes from that trip in Watch_Dogs’ London (as is my custom in these sorts of games...it may seem silly, but it’s how I prefer to play). Crossing the Golden Jubilee Bridges from Charing Cross to Southbank, or walking from the base of BT Tower to BBC Broadcasting House, provide pleasing pretensions of previous perambulations. While we’re on the subject of pedestrianism: One of the other street-level innovations that I think is worth mentioning is the addition of building access doors that open onto the sidewalk. These are one-way portals (you cannot use them to access a building interior, and indeed the only interior space that can be glimpsed through one of these open doorways is a black void), but they allow NPC figures (perhaps we should designate these PPCs...potentially playable characters?) to step out onto the street. It’s a neat feature that adds to the sense of a busy, bustling streetscape and adds to the immersive illusion of navigating a densely populated city sidewalk.

(A brief sidenote regarding transportation options: the Underground system is well represented throughout the map in the form of tube stations that function as fast-travel transit nodes. There are no functioning, ride-able metro trains, which is understandable [the Tube is wonderful but not really known for the excellent views it offers] while also a bit of a disappointment [I’m a sucker for functioning public transit in games...I rode every inch of rail track in GTA IV and V, and thoroughly appreciated views of the Chicago skyline while riding the L train in the original Watch_Dogs]. Also, while acknowledging the technical limitations and risks of feature creep or bloat, bicycles would have been a wonderful option for engaging with the rich cyclogeography of London  [maybe even for limited, dedicated courier activities?])

OK, so London is (mostly) beautifully rendered, but how can you engage with the game space? What opportunities are provided for exploring and interfacing with the environment through gameplay? Watch_Dogs: Legion is a bit of a letdown in this area, as the presence of environmental activities seems to have been scaled back in comparison with the earlier games in the series. This will surely be a trivial concern for some players, but I really enjoyed how side activities were embedded into the game world of the original Watch_Dogs’ simulacra of Chicago. You could encounter a shell game on a busy street corner; play chess in a coffee shop or have a drinking contest  in a bar. There were various augmented reality activities such as timed platforming challenges or fantastical virtual reality battle modes. My favorite side activities in the original Watch_Dogs were the QR code puzzles: portions of QR codes were painted along the sides of buildings throughout the city, so that viewing the completed image required a combination of exploration, platforming, and CCTV hijacking in order to discover a vantage point from which the code could be viewed from the right perspective. 

As I’ve already mentioned, the availability of side activities in Legion seems greatly scaled back. There are pubs where you can drink beer (triggering temporary audio-visual distortions) and play a game of darts (which I have found to be far too tedious and aggravating to be worth the effort). Most pubs also feature slot machines, but unlike the first Watch_Dogs where slot machines functioned as a playable gambling minigame, in Legion slot machines are hackable (meaning you can siphon a small amount of money with the push of a button) but are not playable. There are Parcel Fox delivery missions, which are OK: assorted A-to-B courier assignments with varying prerequisites for success, such as a countdown timer for parcel delivery, limits to the amount of “damage” a package may receive en route to the destination, and degrees of “wanted level” that will activate police pursuit of your contraband cargo. These activities are decent and provide a fun way to explore alleyways and other alternative routes around the city, particularly as you try to avoid automated checkpoint stations that will alert the police force to your location.

The other substantial environmental exploration activity is represented by “paste-up locations”: particular spots dotted across the city where you can apply a large-scale wheatpaste poster. These are typically located above street level (sometimes quite high up on a rooftop) and therefore require some figuring out how to reach the location.  I found this to be a fun diversion for a while, but the novelty wears off rather quickly. They are nowhere near as fun or satisfying as the QR codes from the first Watch_Dogs. The available designs or “stencils” that you can apply are limited to the point of feeling monotonous once you’ve used them all, I was extremely frustrated at the lack of a “checkmark” icon or some other signifier on the game map to indicate when a paste-up location had already been completed.

That leaves collectibles. There are hundreds of collectibles scattered across the game world. Seriously, there are just so many. I’m familiar with the general criticism of Ubisoft’s approach to open world design, that it offers exhaustive and repetitive collecting, but I don’t play many video games so I don’t have much firsthand experience with this phenomenon. I get it now. Look, I played all three Crackdown games solely for the joy of bouncing around the cityscape hunting agility orbs. This element of the Crackdown experience provides a wonderful “mindless” gameplay loop where you can just put on some music or a podcast and bounce around for dopamine hits and scratching the completionist itch. In Watch_Dogs: Legion this translates to commandeering a cargo drone that you can (slowly) ride around the city picking up collectibles one by one. It also lends itself to a similar experience to the above mentioned Crackdown approach, but after a while it is agonizingly tedious. I also appreciate having loads of content in a game, but Legion takes this to the point of absurdity. The amount of collectibles across the map seem self-replicating and endlessly proliferating. I’ve nearly maxed out all the available tech upgrades: how can there possibly be so many tech point icons on my map? Ultimately the most rewarding outcome of this gameplay experience are the aerial vistas it affords and the new areas of the city that you can discover while hunting for easter eggs (often leading me to research particularly interesting locations to discern the degree to which they were inventions of the designers or faithful re-creations of London locales).

There are some further notable examples of environmental storytelling that contribute to the overall atmosphere and accord with my personal experiences of London. For example, visible homelessness is pervasive in this virtual version of London. This is not an innovation in urban open world design (the Grand Theft Auto series has had unhoused NPCs since at least GTA 3...oftentimes these have been deployed as jokey “bum” characters or as exemplars of urban eccentrics [GTA IV had some notable examples of the latter], although GTA V adds a sharper political edge to these depictions with its frequent allusions to economic recession and the pointedly politicized Dignity Village encampment), but these depictions feel like an integral component of Legion’s world rather than isolated dioramas or window dressing. This is accompanied by explicit activist installations and political slogans (some have more teeth than others). The game also directly addresses Brexit and broader issues of immigration and refugee populations. An arena in the game’s Lambeth borough (I think the closest real world analogue is London Stadium, but I’m not sure...incidentally, I have particularly enjoyed the inclusion of baseball stadia in the previous series entries...the first Watch_Dogs begins in a baseball stadium during a night game [although it doesn’t resemble either of Chicago’s real world major league ballparks], and Watch_Dogs 2 features a fictional San Francisco ball club with its own stadium based on Oracle Park) has been re-purposed as a deportation detention facility called the Eurpoean Processing Center. 

These more politicized elements of Legion’s London lead us to a consideration of how the game engages with the ideological dimensions evoked by its thematic trappings. In the second part of this commentary I will focus on this aspect of the game, in particular how Watch_Dogs: Legion gamifies class solidarity and commodifies culture jamming.


Hacker's death, wearable tech, and some Cyberpunk

His genius was finding bugs in the tiny computers embedded in equipment, such as medical devices and cash machines. He often received standing ovations at conferences for his creativity and showmanship while his research forced equipment makers to fix bugs in their software.

Jack had planned to demonstrate his techniques to hack into pacemakers and implanted defibrillators at the Black Hat hackers convention in Las Vegas next Thursday. He told Reuters last week that he could kill a man from 30 feet away by attacking an implanted heart device.

Without the right approach, the continual distraction of multiple tasks exerts a toll that disrupts performance. It takes time to switch tasks, to get back what attention theorists call “situation awareness.” Interruptions disrupt performance, and even a voluntary switching of attention from one task to another is an interruption of the task being left behind.

Furthermore, it will be difficult to resist the temptation of using powerful technology that guides us with useful side information, suggestions, and even commands. Sure, other people will be able to see that we are being assisted, but they won’t know by whom, just as we will be able to tell that they are being minded, and we won’t know by whom.

9am to 1pm: Throughout the day you connect to your Dekko-powered augmented reality device, which overlays your vision with a broad range of information and entertainment. While many of the products the US software company is proposing are currently still fairly conceptual, Dekko hopes to find ways to integrate an extra layer of visual information into every part of daily life. Dekko is one of the companies supplying software to Google Glass, the wearable computer that gives users information through a spectacle-like visual display. Matt Miesnieks, CEO of Dekko, says that he believes "the power of wearables comes from connecting our senses to sensors."

Researchers at Belgian nonelectronics reseach and development center Imec and Belgium’s Ghent University are in the very early stages of developing such a device, which would bring augmented reality–the insertion of digital imagery such as virtual signs and historical markers with the real world–right to your eyeballs. It’s just one of several such projects (see “Contact Lens Computer: It’s Like Google Glass Without The Glasses”), and while the idea is nowhere near the point where you could ask your eye doctor for a pair, it could become more realistic as the cost and size of electronic components continue to fall and wearable gadgets gain popularity.

Speaking on the sidelines of the Wearable Technologies conference in San Francisco on Tuesday, Eric Dy, Imec’s North America business development manager, said researchers are investigating the feasibility of integrating an array of micro lenses with LEDs, using the lenses to help focus light and project it onto the wearer’s retinas.

The biggest barrier, beyond the translation itself, is speech recognition. In so many words, background noise interferes with the translation software, thus affecting results. But Barra said it works "close to 100 percent" when used in "controlled environments." Sounds perfect for diplomats, not so much for real-world conversations. Of course, Google's non-real-time, text-based translation software built into Chrome leaves quite a bit to be desired, making us all the more wary of putting our faith into Google's verbal solution. As the functionality is still "several years away," though, there's still plenty of time to convert us.

There will be limitations, however. It's easy to think that a life-sized human being, standing in your living room, would be capable of giving you a hug, for instance. But if that breakthrough is coming, it hasn't arrived yet. Holodeck creations these are not. And images projected through the magic of HoloVision won't be able to follow you into the kitchen for a snack either — not unless you've got a whole network of HoloVision cameras, anyway.

The implications of Euclid’s technology do not stop at surveillance or privacy. Remember, these systems are meant to feed data to store owners so that they can rearrange store shelves or entire showroom floors to increase sales. Malls, casinos, and grocery stores have always been carefully planned out spaces—scientifically arranged and calibrated for maximum profit at minimal cost. Euclid’s systems however, allow for massive and exceedingly precise quantification and analysis. More than anything, what worries me is the deliberateness of these augmented spaces. Euclid will make spaces designed to do exactly one thing almost perfectly: sell you shit you don’t need. I worry about spaces that are as expertly and diligently designed as Amazon’s home page or the latest Pepsi advertisement. A space built on data so rich and thorough that it’ll make focus groups look quaint in comparison.

Of course the US is not a totalitarian society, and no equivalent of Big Brother runs it, as the widespread reporting of Snowden’s information shows. We know little about what uses the NSA makes of most information available to it—it claims to have exposed a number of terrorist plots—and it has yet to be shown what effects its activities may have on the lives of most American citizens. Congressional committees and a special federal court are charged with overseeing its work, although they are committed to secrecy, and the court can hear appeals only from the government.

Still, the US intelligence agencies also seem to have adopted Orwell’s idea of doublethink—“to be conscious of complete truthfulness,” he wrote, “while telling carefully constructed lies.” For example, James Clapper, the director of national intelligence, was asked at a Senate hearing in March whether “the NSA collect[s] any type of data at all on millions or hundreds of millions of Americans.” Clapper’s answer: “No, sir…. Not wittingly.”

The drone is carrying a laptop so it can communicate with the headset, but right now the sticking point is range; since it's using wi-fi to communicate, it'll only get to around 50-100m.

"It's not a video game movie, it's a cyberpunk movie," Cargill said. "Eidos Montreal has given us a lot of freedom in terms of story; they want this movie to be Blade Runner. We want this movie to be Blade Runner."

INTERVIEWER

There’s a famous story about your being unable to sit through Blade Runner while writing Neuromancer.

GIBSON

I was afraid to watch Blade Runner in the theater because I was afraid the movie would be better than what I myself had been able to imagine. In a way, I was right to be afraid, because even the first few minutes were better. Later, I noticed that it was a total box-office flop, in first theatrical release. That worried me, too. I thought, Uh-oh. He got it right and ­nobody cares! Over a few years, though, I started to see that in some weird way it was the most influential film of my lifetime, up to that point. It affected the way people dressed, it affected the way people decorated nightclubs. Architects started building office buildings that you could tell they had seen in Blade Runner. It had had an astonishingly broad aesthetic impact on the world.

The concept was formally introduced in William Gibson's 1984 punkn novel, NEUROMANCER.  Although this first novel swept the Triple Crown of science fiction--the Hugo, the Nebula, and the Philip K. Dick awards--it is not really science fiction.  It could be called "science faction" in that it occurs not in another galaxy in the far future, but 20 years from now, in a BLADE RUNNER world just a notch beyond our silicon present.

      In Gibson's Cyberworld there is no-warp drive and "beam me up, Scotty."  The high technology is the stuff that appears on today's screens or that processes data in today's laboratories: Super-computer boards.  Recombinant DNA chips.  AI systems and enormous data banks controlled by multinational combines based in Japan and Zurich.

Next gen gaming on Oculus Rift, McLuhan on surveillance state, Rushkoff on viral media

The spy is the ideal tourist because he represents an inner self perfectly contained within an outer self that is adapted to any possible location or circumstance. Travel can broaden him by the width of a new sexual conquest, but for the most part, he's seen everything already. Going to the Louvre won't make him vulnerable, and he won't stammer when he buys his ticket. The pathos of the whole Bourne series lies in the way it gives us a character who's been left with the spy's invulnerable outer shell but lost the inner self it was originally meant to protect.

Newman: It has become a frightening world. We seem to be constantly under surveillance. How can we deal with this menace?

McLuhan: The new human occupation of the electronic age has become surveillance. CIA-style espionage is now the total human activity. Whether you call it audience rating, consumer surveys and so on—all men are now engaged as hunters of espionage. So women are completely free to take over the dominant role in our society. Women’s liberation represents demands for absolute mobility, not just physical and political freedom to change roles, jobs and attitudes—but total mobility.

Today, our social media amplify and accelerate word of mouth to a new level. These aren’t hushed water-cooler conversation about whatever salacious gossip we’ve seen on the news; they are publicly broadcasted pronouncements about who is a hero, who is a traitor, who is a liar, or who is a fraud. In a media culture that values retweets and “likes” even more than money, stories spread and replicate less because they titillate than because they are suitable subjects for loud, definitive, 140-character declarations.

 

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