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: videogames

Metaverse Madness

Late last month Facebook CEO Mark Zuckerberg announced that the company was changing its name to Meta Platforms Inc., or simply Meta for short. The timing of the announcement led many commentators to interpret the re-branding as an attempt by Facebook leadership to direct attention away from the leaked documents and whistleblower testimony that were drawing scrutiny to the company at the time. Zuckerberg himself downplayed the coincidental timing and described the primary motivation of the name change as minimizing confusion that may be generated by the corporate entity sharing a name with one of its many app services.

The October re-branding announcement sparked a deluge of commentary and a spike in usage of the term “metaverse.” Yet the notion of the metaverse has been floated by Zuckerberg and others far in advance of the recent name change. In January of last year venture capitalist and essayist Matthew Ball penned an oft-cited overview of the looming metaverse. Ball’s primer presents a definition of the metaverse and surveys the fundamental characteristics of what the metaverse both is and is not. The primary case study in this account is Epic Games, purveyor of the uber-popular Fortnite. Part of what sets Fornite apart, Ball says, is its role as a virtual gamespace where players engage and interact with an unparalleled range of pop culture intellectual property (IP).

“To this end, Fortnite is one of the few places where the IP of Marvel and DC intersects. You can literally wear a Marvel character’s costume inside Gotham City, while interacting with those wearing legally licensed NFL uniforms. This sort of thing hasn’t really happened before. But it will be critical to the Metaverse.”

The image of gamers clad in licensed superhero regalia while interacting in pop culture themed environments brings the movie Ready Player One to mind, and Ball actually refers to Ready Player One to illustrate how aspects of the metaverse may be reflected in the popular imagination. Last Spring, in the halcyon early pandemic days when I still thought my stay with my family would only last a month or two, I watched Ready Player One with my mom and sister. I had seen the film once before, and the story itself was the same bland trifle that I remembered. However, watching the movie in 2020, in the context of a global pandemic that has sent everyone indoors to more fully interface with virtual fantasy worlds mediated by various screens, the film seemed chillingly vital. When the film concluded I stated to my viewing companions that while the movie wasn’t very good, it might be among the most important in terms of reflecting the zeitgeist.

The not-too-distant future of Ready Player One seemed shockingly more possible in 2020 than when it was first released in 2018. Drones deliver pizzas amidst the ramshackle housing towers comprised of motley stacks of mobile homes. Within these rickety domiciles the inhabitants don VR headsets that enable users to ignore their deteriorating real world surroundings by immersing their consciousness in virtual dream worlds. Furthermore, the film’s emphasis on recognizable pop culture artifacts, decontextualized media signifiers, and reverence for the minutiae of fictional worlds seems highly resonant with our contemporary media and consumer culture. Our cultural landscape is dominated by an endless proliferation of cinematic universes most pervasively characterized by the remediation or reinvention of established franchises or IP, a cynical appropriation of memory and experience where nostalgia is mined for brand recognition. Our collective imagination seems bereft of novel or alternative visions to an extent that does not merely portend a stultifying homogenization of entertainment content but also implicates our very capacities for imagining and the horizons of our possible futures.

Facebook signaled a clear interest in Ready Player One-style VR gaming when it bought virtual reality company Oculus in 2014. Following the Meta name change Zuckerberg talked about research into material for a body suit like the characters wear in the movie, and the company is also working on haptic gloves.

Gaming applications do seem like a ripe avenue for metaverse initiatives. I’ve talked about Niantic on this blog for several years, not only in relation to the role of Pokemon Go in popularizing augmented reality but also regarding their ambitious plans for further AR ventures. Earlier this month Niantic announced that it was launching an AR developer kit designed to support development for a “real-world metaverse.” This news is not interesting in and of itself; what I did find interesting was that Niantic CEO John Hanke’s announcement of the initiative described the metaverse as a “dystopian nightmare.”

“As a society, we can hope that the world doesn’t devolve into the kind of place that drives sci-fi heroes to escape into a virtual one — or we can work to make sure that doesn’t happen. At Niantic, we choose the latter. We believe we can use technology to lean into the ‘reality’ of augmented reality — encouraging everyone, ourselves included, to stand up, walk outside, and connect with people and the world around us. This is what we humans are born to do, the result of two million years of human evolution, and as a result those are the things that make us the happiest. Technology should be used to make these core human experiences better — not to replace them.”

While I remain ambivalent about Niantic’s operations and ultimate goals, it is nice to see Hanke acknowledge how these dominant metaverse imaginaries seem to support a retreat from our physical environments in favor of purely virtual spaces. Zuckerberg’s promotion of his metaverse ambitions arrived shortly after his fellow billionaires like Jeff Bezos, Elon Musk, and Richard Branson were criticized for their respective vanity space-faring projects, activities that seem like extremely expensive and indulgent rocket hobbies in light of the ongoing precarity and existential anxiety being experienced by people around the world. While the space-faring billionaires seem to have elected to abandon the doomed Earth by escaping to another planet, Zuckerberg offers escape into the metaverse. As James D. Walsh put it in an editorial:

“There are some very uncomfortable things about all of this. We live in a capitalist society — money equals options. The people with the most options in the world, specifically Jeff Bezos, Elon Musk, and Mark Zuckerberg, either want to be off the planet or they want to create a different universe on this planet. It feels like the mother of all abdications. “We don’t want to improve the world, we want to go to a different world.” It seems somewhat nihilistic and strange.”

There are obvious ideological implications here (it is also depressingly unsurprising that Zuckerberg’s demo video announcing the metaverse centered around a work meeting…even after more than a year of the horrors of remote work and endless zoom meetings, Zuck can’t imagine an application of the metaverse beyond what amounts to a Second Life room for interacting with colleagues and being surveilled by your boss.). Some notable differences between these two visions of escape routes from civilizational collapse: the metaverse at least offers greater accessibility in the sense that many more people could realistically gain access to the technology as compared with the elite few who might end up migrating to Mars. However, the rocket jockeys have the benefit of actually having somewhere to go. The metaverse (which, it should be noted, is nascent at best) might promise virtual spaces for gaming, interacting, and (*sigh*) working, but it cannot offer a space to sleep, or food to eat, or air to breathe. In light of the social strains, environmental catastrophes, and other existential threats posed by the ideology of limitless growth meeting its inherent contradictions, the ultimate difference between these two abdications of capital may just be their respective timeframes.

Pokemon Go & post-pandemic mobility expectations

I haven’t played Pokemon Go since the early days of its release. It was nearly impossible to avoid the buzz surrounding the game’s launch. And as I wrote back in July 2016, the hype around the game was infectious and the game itself offered an exciting new way of interacting with public spaces in your local environment.

The outbreak of the COVID-19 pandemic last year immediately and drastically altered attitudes toward congregating in public space. I had assigned my Communication Process students an assignment to complete during their spring break: spend time in a populated public space and take field notes on the interactions that they observed. When the scope of the pandemic became clear and our university canceled in-person classes during the spring recess I frantically emailed my students to stress that they were no longer required to complete the assignment and to affirm that it was in their best interests to avoid populated public places.

Many aspects of public life had to adapt to the new social-distancing realities of life under coronavirus, and Pokemon Go was no different. Pokemon Go developer Niantic announced in March 2020 that it was instituting changes in its games in light of the emergent public health imperatives:

“We have always believed that our games can include elements of indoor play that complement the outdoor, exercise and explore DNA of what we build. Now is the time for us to prioritize this work, with the key challenge of making playing indoors as exciting and innovative as our outdoor gameplay. We are adding to our product roadmap so we can enable more ways to play inside and around the home in the coming days and weeks, when the world needs it most.”

One of the changes implemented to Pokemon Go was an increase in the interaction distances for players to engage with location-specific game activities. These changes effectively doubled the distance from which players could interact with GPS-fixed game locations. In November 2020 Niantic provided updates on the changes and stated they would remain in place “at minimum through June 2021.”

Well, Niantic held to this prospective timeline, and last month the developer announced that it would be rolling back the increased interaction distances:

“Previously, PokéStop and Gym interaction distances were increased, to enable people to engage from further away. After this change the distance will revert back to the standard distance, when it makes sense in different places, though may be increased during future events and as part of certain features.”

Many players responded negatively to the reversion. On one of the most prominent Pokemon Go subreddits, The Silph Road, users explicated the immense quality of life improvement that the increased interaction distances provided. As redditor pogo_enthusiast explained:

“Increased interaction distances should stay, if only for reasons of safety and accessibility. Like many others, I was dismayed to see today's announcement concerning the reversion of pokestop and gym interaction distances. Beyond being a (much needed) quality of life feature, increased interaction distances made playing PoGo much safer and enabled disabled individuals in my community to more fully engage in the game.”

pogo_enthusiast outlined several specific ways in which the increased interaction distances improved accessibility:

  1. Crossing the street less to engage with stops/gyms

  2. Being able to interact with stops/gyms from safer (or more permissible) locations.

  3. Being able to raid more discreetly from further away and avoid harassment from other players

  4. Being able to keep walking at a normal place while playing, rather than abruptly stopping, slowing down, or moving off pathways to let others by

  5. Being able to mitigate the issues of drift and not move around erratically to get in range of a stop/gym

The entire reddit thread regarding the revised interaction differences is fascinating to read. The comments astutely highlight myriad ways in which the gameplay experience was made safer and more accessible by the pandemic-era updates. So far the gamemakers have remained firm in their decision in spite of the outcry from the player base. A Niantic spokesperson justified the decision thusly:

“Last year, we increased the interaction distance to nearly the length of a football field. It’s tough to discover new places at this distance. We’re going to revert the expanded interaction distance in countries and regions where it makes sense to help restore the focus of the game on exploration and discovery. Going outside and spinning PokéStops and Gyms is important to our mission because it encourages exploration of the world.” [emphasis added]

This official explanation raises a question regarding the imperatives of Pokemon Go. How is the promotion of outdoor exploration weighed against the imperatives of profit accumulation inherent to a commercial product? How are these imperatives to be differentiated or disentangled? Around the start of this year redditor jdunham_ritxniantic posted to the Pokemon Go subreddit asking “How has the pandemic affected how you play?” User TheDeviless responded that:

“I stopped giving Niantic money because of their lack of concern for those during a pandemic.”

I think this response changes the inflection of the earlier question. Commercial profit motives aside, how would any initiative formed around the goal of promoting outdoor exercise and exploration responsibly respond to the public health imperative of social distancing? Despite the prevalence of post-pandemic and reopening discourse in our present moment I suspect that this question will remain relevant.

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.


The Soul in Cyberpunk: Consciousness, Higher Selves, and the Tarot of 2077

“The tarot will teach you how to create a soul.”

- Jodorowsky, The Holy Mountain

Cyberpunk 2077 released last week, and like so many others I’ve been exploring the game (to the best of my ability considering the performance issues on my console hardware...but that’s currently being discussed ad nauseum across the Internet, and I am not interested in filing consumer reports). I’m still in the early stages of the narrative, and so far the game has delivered the aesthetic re-mixing of cyberpunk cultural influences in a neon-streaked metropolis run amok that I was expecting. But there have also been some more compelling surprises that get at a deeper level than the standard sci-fi trappings and veneer of Blade Runner pastiche.

Very early on in my time with the game I was frequently having to pause and investigate the various menu screens to get a handle on the mechanics and inventory systems (as well as to adjust the graphics settings in an attempt to optimize performance, but I already said that we’re not going to get into that). Among the inventory options I noticed a greyed-out/non-selectable tab labeled “Tarot.” This immediately piqued my interest. What did this reference to Tarot portend? Were there going to be collectible tarot cards scattered throughout the open world? Was there going to be some sort of Tarot minigame, similar to the Gwent card game that the developer included in their Witcher series? And, much more tantalizingly, what thematic resonance might the Tarot have for this futuristic cyberpunk story? Whether considered as a forerunner to traditional playing card decks, a tool set for divination and cartomancy, or simply an enduring example of medieval symbolism and Western archetypal images, the typical associations with Tarot seem incongruous with the cyberpunk universe populated by rocker boys and netrunners.

These musings were not idle for long. One of the first significant locations you encounter in the narrative is Misty’s Esoterica, a sort of spiritual emporium or New Age bookshop tucked away on a Night City sidestreet amongst various other storefronts. The shop’s proprietor, Misty herself, seems clearly modeled on the final appearance of Daryl Hannah’s replicant character Pris from Blade Runner (Misty goes lighter on the eye makeup). In initial dialogue interactions Misty will lament the diminishment of spiritual connection that she sees in the world. The storefront advertises chakra harmonization and the shop interior is filled with books, statuettes of vaguely Vedic deities, and one can only imagine the crystals and associated paraphernalia on hand; you can practically smell the incense burning. And Misty seems to always be handling a certain deck of cards.

At the end of the game’s first explicit tutorial section the trainer character evaluating my performance said something like “you have mastered the way of the fool.” I wondered whether this was another nod to the Tarot, and then shortly afterward I unlocked my first achievement in the game. The notification bore the name of the achievement: The Fool.  Not long after that the second story-related achievement unlocked: The Lovers. The game was clearly tying the major arcana to its main narrative, and what I had been considering a mystical Tarot subtext was quickly becoming just plain text.

Themes of higher consciousness and spirituality remained prevalent even in the game’s ephemera and environmental set dressing. Religious iconography is omnipresent on Night City’s streets in the form of billboards and pedestrian garb. A scrap of lore text that I encountered in the open world offered thoughts on bio-augmentation and cybernetic implants from the perspective of a Buddhist monk. And some mysterious entity keeps texting my character’s phone with obscure messages like: “the only opposition to capitalism is uninterrupted meditation.”

Needless to say, I have found this incorporation of Tarot specifically and spirituality more generally to be one of the most compelling aspects of the game so far. In what follows I will broadly explore how similar themes manifest in notable examples of cyberpunk fiction, as well as the role that these considerations play in the cyberpunk genre.

Questions of Consciousness in the Cyberpunk Genre

Let me clearly state at the outset that I am not proclaiming authoritative knowledge of the cyberpunk genre (such as the true defining elements of cyberpunk fiction, or whether such-and-such example really qualifies as cyberpunk under certain requirements), nor am I invested either way in efforts at gatekeeping genre boundaries. I am also not going to attempt an explanatory history of cyberpunk ideas or artworks. The examples I cite below are drawn from my personal experience with cyberpunk literature, and I believe they are sufficiently representative for my purposes.

While it is possible to quibble over the definitive features of the cyberpunk genre, such as whether cyberpunk fiction is necessarily rooted in a particular political ethos (i.e. is it distinctly anarchist or merely anti-authoritrian?, etc.), I will argue that one of the central themes in cyberpunk fiction is the question of what it means to be human in a world transformed by technology. Prominent exemplars of the cyberpunk perspective typically explore this question via two main routes: consideration of quality of life in the material world, and more philosophical investigations into the nature of consciousness. We might further categorize these two aspects as complementary poles on an axis of outer life and inner life.

  1. The World

Cyberpunk fiction seems inseparable from urban sprawl. For example, much of the action of William Gibson’s Neuromancer takes place in the virtual matrix of the Net, yet equally integral to the setting is the Sprawl, a vast conurbation stretching the U.S. eastern seaboard from Boston to Atlanta. The external environment of sprawling metropolis and city-without-end is not simply a futurist projection of civilization’s inevitable course, but is intimately connected with the genre’s concern with exploring inner states of consciousness. A central insight of urban literature, from Baudelaire to Paul Schrader’s Taxi Driver, is that alienation is experienced most acutely (if not exclusively) in the midst of the crowd. Travis Bickle can only experience himself as “God’s lonely man” amongst the teeming masses of Manhattan. Being alone should not be mistaken for loneliness, and vice versa. So just as the frontier settings of Western literature tie the genre to primal themes of brutality and lawlessness in the project of “civilization”, the metropolitan settings for cyberpunk stories are linked to themes of alienation and dehumanization beneath the surface level aesthetic affordances.

Cyberpunk aesthetics remain closely associated with the 1980s era in which some of the most prominent genre exemplars emerged, and this is further represented by the particular perspectives of postmodern globalization that continue to predominate. The bustling market streets - whether in Blade Runner’s Los Angeles or Cyberpunk 2077’s Night City - portray the postmodern collapse of traditional metanarratives and distinct cultural cartographies via a polyglottal potpourri of floating signifiers (these two examples also share a strong orientalist aesthetic, a relic of 1980’s anxieties over Nipponese economic influence that the latter has merely inherited from the former [although 2077 updates this with Sino-corporate representation). Yet even the prominent appropriation of Japanese cultural markers in Western cyberpunk is ultimately window dressing for larger concerns over corporate capitalism. Corporations are the dominant powers in many cyberpunk stories - more so than nation states or any particular government agencies - and the symbols of their status dominate cyberpunk skylines through various corporate logos, advertising icons, and assorted sigils and glyphs of contemporary consumer culture. The denizens of this multicultural melting pot may lack a common language, but everyone understands the meaning of the golden arches.

The unremitting urbanization and caustic commodification that typifies cyberpunk worlds is often also correlated with destruction of the natural environment. This may be inferred or explicit. Natural degradation is often implied in the lack of vegetation or green space in the cityscape. Blade Runner establishes the scarcity of natural-born animal life, and even the artificial specimens are quite expensive. When Agent K takes a shower in 2049 an automated announcement states that this is “99.9% detoxified water”; this film also broadens the extent of ecological extinction to include living trees, making natural wood a rare commodity. Often this seems to function as an implicit critique of unchecked capitalism: food, air, and water having been irreparably poisoned as collateral damage of the profit motive. It furthers the question of what it means to be human in a world made uninhabitable to organic life. What place is there for biological organisms in an entirely artificial environment? It also further suggests the imperial conquest of the world by corporations. The domination of corporate entities is evident by their omnipresence in the built environment, their commodification and destruction of the natural environment, and even their near-monopolization of the semiotic landscape, the symbolic environment. In Cyberpunk 2077 Johnny Silverhand -- terrorist anti-hero (?) and rocker boy anarchist -- wages a crusade against what he terms “corporate colonization” of the lifeworld. In one optional dialogue interaction he roots his hatred of the corporations in their encroachment into the inner world, their colonization of the soul. This leads us to the second element of cyberpunk’s inquiry into the nature of humanity: the question of consciousness.

  1. The Chariot

So far we’ve delimited two central avenues through which cyberpunk literature interrogates the essence of the human experience: elaboration on transformations of the outer/material environment, and investigation of inner experiences of consciousness. The body is the nexus between these two worlds. Thus the corollary to the outer-directed question “what does it mean to be human in an artificial environment?” is the inner-directed question “what does it mean to be human in an artificial body?” One of the well-worn topoi of cyberpunk fiction is the distinction between hardware and software. Applying this metaphor to the human organism, hardware corresponds to the physical or material body while software refers to the spookier, more metaphysical aspects of the human experience. Cyberpunk characters regularly experiment with altering their hardware through augmenting, implanting, and replacing their body parts. They also often leave their body altogether by inserting their consciousness into some sort of virtual construct, typically via a bio-technical interface provided by their augmented bodies.

In a sense, the science fiction trappings of cyberpunk fiction employ new metaphors to explore very old questions. Emerging technologies merely provide instigation for revisiting well-trod philosophical ground. For example, take the Ship of Theseus (Wikipedia link): this ancient thought experiment posits a hypothetical sailing ship that undergoes repairs and replacement of parts over time. Eventually every component, every single plank of wood, has been replaced: nothing on the ship is original. The philosophical query thus posed is: is this the same ship as it was in the beginning, or is it an entirely new ship as a result of the total transformation? A similar notion is explored in Ghost in the Shell (I refer here to the 1995 anime, I am not familiar with other entries in the franchise). The central metaphor alluded to in the title hits upon the aforementioned cyberpunk distinction between hardware and software (ghost = software/consciousness, shell = hardware/body). The protagonist, Major Motoko, seems ambivalent and even alienated from her augmented shell body. This itself raises questions about the continuity of consciousness and personal identity across physical transformation. A key issue at the film’s conclusion concerns transformations within consciousness itself, and the degree to which the self is changed through encounters with others.

Ghost in the Shell also features the distinct cyberpunk trope of uploading one’s consciousness into a virtual space, a sort of neural interlinking with the Internet. William Gibson popularized the term “cyberspace” in Neuromancer, and that novel also concerns one of the other great engagements with consciousness in cyberpunk fiction: Artificial Intelligence. Part of the core plot of Neuromancer involves A.I. that are seemingly sentient, having achieved self-awareness. These A.I. develop their own volition, hatching plans and experiencing desires that are beyond (and oftentimes in conflict with) those of their creators. A.I. thus introduces another wrinkle in the cyberpunk exploration of consciousness: what does it mean to be human when consciousness is no longer the privileged domain of human beings? How does our understanding of humanity change when artificial beings (i.e. our technological creations) claim sentience? This question is of course at the heart of Blade Runner, one of the most singularly influential entries in the cyberpunk canon.

  1. The Hanged Man

What is Blade Runner about? Renegade replicants on the run in the dystopian urban landscape of Los Angeles in the not-too-distant future. Replicants are artificially created humanoids, a sort of biological A.I., with enhanced physical capabilities designed to make them more efficient laborers. Yet some replicants are not satisfied spending their entire lives as humanity’s disposable workforce. A group of replicants escapes their off-world colony and infiltrates L.A. in order to petition their creator -- the head of the Tyrell Corporation -- for more life. They are not seeking immortality, mind you: merely an extension on their programmed four year lifespan. Rick Deckard is an LAPD blade runner assigned to track down and kill the replicants (blade runner = assassin, i.e. someone who draws [runs] a knife [blade]; I’ve seen so much confusion about this simple point). As the narrative unfolds the lines between cop/killer and human/replicant blur to the point of indistinction. Deckard carries out his grim task with a palpable sense of ambivalence, except for in cases when his life is immediately threatened. His moral position toward the replicants is further complicated when he becomes romantically involved with Rachel, another Tyrell replicant. And the replicant leader Roy Batty commits cold-blooded murder, but also quotes poetry and expresses profound compassion for his companions. Even the replicants’ central quest is eminently understandable: who could blame them for wanting to escape servitude and seek to preserve their lives?

So Blade Runner engages the core cyberpunk question of “what does it mean to be human?” at multiple levels. The most obvious concerns the status of replicants as human beings. Are they human? Does their status as artificially created beings preclude them a priori from the full spectrum of the human experience? Essentially the question is: Do the replicants have a soul? (Blade Runner 2049, despite being a film I greatly enjoy, bluntly makes this point with a lack of nuance or poetic subtlety that typifies much of that production). Beyond posing a mere metaphysical thought experiment this question raises immediate ethical dilemmas for the fictional world of the film: if replicants are sentient beings like humans, then how can society justify condemning them to short lives spent in servitude in dangerous slave labor? Obviously this conundrum poses an ethical challenge for our real world, not just the fictional universe of the film: how can we justify condemning sentient beings to short lives spent in servitude in dangerous slave labor? The affluent societies of the so-called “developed” or “first” worlds are sustained by such exploitation. Indeed, human civilization has always been sustained by systems of slavery, savagery, and the instrumentalization of human beings as fuel for the fires of “progress.” (There are many other issues raised by the film that I will not be getting into for the purposes of this essay; one particularly pertinent thread that I will leave un-pulled for the time being concerns the notion of consciousness as an emergent property of matter, and not necessarily organic matter but even so-called “dead” matter; this idea could be understandably anxiety-inducing from a human perspective.)

This ethical dilemma begins to get at the deeper levels at which Blade Runner questions “what does it mean to be human?” Past a certain point, the question of the replicants’ sentience is irrelevant. By all outward appearances they are identical to human beings: they communicate, they form bonds, they pursue self-preservation, they express fears, they show compassion, they laugh, they love, etc. Any speculation about the presence or absence of a replicant soul is an empty exercise in theological theorization. But more than that, focusing on the issue of the replicants’ humanity misses the larger and much more profound question of humanity itself. The world of Blade Runner (in many ways an archetypal cyberpunk world) depicts the visual markers of environmental degradation and dystopic urbanization, yet the broader theme to be discerned is an attendant dehumanization. Deckard, like the replicants, is in his own way also instrumentalized as a tool by the larger systems that depend on exploitation, subjugation, and various structures of control. The question is not, “what does it mean to be human?” but rather, “what do we mean by human?” In other words, the important issue is not whether replicants have souls, but whether we have souls, and the broader implications of even positing the existence of a soul in the first place. To put it yet another way: the question is not “by what criteria do we demarcate human life” but rather “what is the value of human life?” What does it mean to be alive, and how do we attain to the higher notions of spiritual being that seem stubbornly recalcitrant in the face of banal drudgery and inevitable entropic encroachment in daily life? The debate over whether Deckard is an authentic human being or a re-programmed replicant with implanted memories represents a step in the right direction but ultimately misses the greater point. It doesn’t matter whether he is secretly a Tyrell creation or not: in what way does his daily existence as presented in the film display an essential humanity beyond what is demonstrated by the replicants? And more importantly, what does this ostensible acceptance of the “facts” of human existence reveal about the limits of our imagination when it comes to answering that abiding cyberpunk inquiry: what does it mean to be human?

  1. The Lovers

I’ve already suggested some of the ways that Cyberpunk 2077 is engaging with the aforementioned genre tropes of cyberpunk fiction. And I’m still in the early stages of the central narrative, so it remains to be seen what new topoi may be incorporated into this particular story. But I am far enough along in the game to have a handle on one major element (this isn’t really a spoiler, by the way, as it has featured prominently in marketing materials and the overall promotional campaign): the incorporation of the Johnny Silverhand character as a virtual personality construct within the player character’s mind. This situation is presented as a case of dueling psyches: V (the player character) is said to be experiencing two distinct personalities in their mind simultaneously. In terms of gameplay this mostly manifests by the Johnny figure randomly materializing within V’s field of vision to comment on whatever is transpiring at the moment, and engaging in dialogue with V that none of the other characters are able to hear. This aspect of the narrative overlaps with many of the cyberpunk themes and topoi already discussed: biological augmentation, speculation on the nature of consciousness (to what extent can this virtual engram or simulacrum of Johnny Silverhand be considered to be an actual personality? Johnny’s physical body is long gone, so is this his soul? Is he a ghost?), and the blurry boundary lines between hardware and software. V is told that the implantation of the Silverhand construct is irreversible and terminal: slowly but surely the Silverhand personality will override V’s psyche, his own personality will be erased and Johnny will for all intents and purposes be resurrected inside V’s body.

OK, so let’s get back to the role of the Tarot in Cyberpunk 2077: just what might the game be trying to get at by prominently incorporating the major arcana into its science fiction action-adventure story. Is it simply a cosmetic contrivance, just one more example of the game’s profligate plundering of existing iconography and pop culture references to fashion its fictional world? I don’t think it is mere window dressing, or “cool for cool’s sake” like so much of what has come to define the popular imagination of cyberpunk as a visual aesthetic. I am being generous toward the developers here (a somewhat unconventional, almost contrarian position considering the current state of Cyberpunk 2077 discourse online). Rather, I think the incorporation of Tarot and other allusions to esoteric spirituality is part of a good faith effort to meaningfully engage with the philosophical undercurrents that have always undergirded the best examples of the cyberpunk genre.

We’ve already covered how the inclusion of the Johnny Silverhand virtual construct correlates to perennial cyberpunk ideas and themes, so how might it relate to this overarching consideration of consciousness and the notion of the soul? In a sense, the characters’ souls are precisely what is at stake: Johnny has been resurrected from the dead, and now his only hope for a new life rests in V’s body. V is understandably reluctant to surrender himself as a vehicle for the consciousness of a long-dead rocker boy. In another sense Johnny seems to fulfill the role of a spirit guide: he is incorporeal, and can only be seen or heard by V. He offers V guidance, even though he often seems to be pursuing his own agenda. The relationship between Johnny and V, a struggle played out internally within V’s mind, also offers a metaphor for personal struggle and self-overcoming. Johnny could represent a lower self, the more base aspects of the psyche or personality that must be brought into awareness and under conscious will. Alternatively, Johnny could be correlated with a Guardian Angel, or a notion of a higher self to be integrated rather than transcended. Ultimately Johnny’s intrusions into V’s waking consciousness may be as inscrutable or open to interpretation as the reimagined Tarot images that appear throughout Night City: just one more shadow on the path.

  1. Judgment

I am curious to see how the spiritual themes and symbolism of Cyberpunk 2077 unfold as I progress in the game. Thus far I have appreciated how the designers have incorporated the esoteric as well as exoteric elements of cyberpunk fiction, the consideration of both outer and inner worlds. Irregardless of any technical limitations the game may be suffering at the moment, the overall design of Night City certainly captures the visual aesthetics and dystopic tone that one would expect from a cyberpunk environment. 

Each day our waking reality seems more resonant with the speculative realities dreamed up in cyberpunk fiction. This year we have witnessed the desertification of cityscapes in the wake of global pandemic, eerie scenes that evoked imaginaries of urban apocalypse so familiar from pop culture portrayals. In our isolation and atomization we interface ever more with virtual spaces. Corporate colonization of the lifeworld, of both physical and virtual spaces of daily living, has exceeded previous hypothetical horizons. Longstanding issues of economic disruption, labor precarity, and housing crises are likely to only be exacerbated by the fallout of coronavirus. In such times the central question posed by cyberpunk stories remains one of the most worthwhile to ask and answer: what does it mean to be human?

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.


The unreal urbanism of Pokémon Go

Earlier this month the mobile-app game Pokémon Go was released in the U.S., and the game has been ubiquitous ever since. Aside from being a sudden pop culture phenomenon, the game's success poses some significant implications. First of all, this is clearly a breakthrough moment for augmented reality. Pokémon Go is not the first augmented reality game, nor is it the most ambitious, but it has undoubtedly brought AR into mainstream consciousness. Secondly, the success of Pokémon Go has led me to reconsider all my previously held assumptions about the uses of mobile apps and gamification for interfacing with urban spaces. I have historically been cynical about the prospect of using mobile games or AR interfaces to interact with urban space, since they usually strike me as shallow and insignificant, typically resulting in a fleeting diversion like a flash mob dance party, rather than altering people's perceptions of place in any lasting or meaningful way. Pokémon Go satisfies all the requirements of my earlier preconceptions, yet despite my best critical instincts, I really like the game.

The buzz about Pokémon Go had been building on various forums online, and after it was released it was virtually impossible to avoid Pokémon Go-related posts. Save for maybe 10 minutes with a friend's Game Boy in the late 90s, I've never played a Pokémon game and I preemptively wrote off Pokémon Go as yet another cultural fad that I would never partake in or understand. Curiosity got the best of my wife, however, and she downloaded the app and we walked around our neighborhood to test it out. To my surprise, the game was a lot of fun; our familiar surroundings were now filled with digital surprises, and we were excited to see neighborhood landmarks and murals represented as Pokéstops, and wild Pokémon hanging out in the doorways of local shops.  We meandered around discovering which of our local landmarks had been incorporated into the game, and each discovery increased my enjoyment of the app. Yes, the game is simple and shallow, but I was completely charmed. I downloaded the game so I could play, too.

Reactions to Pokémon Go have been as fascinating as the game's widespread adoption. Many news articles sensationalized the inherent dangers of playing the game: distracted players wandering into traffic or off of cliffs, people's homes being designated as Pokéstops and besieged by players, and traps being laid (using the games "lures") to ambush and rob aspiring Pokétrainers. There have also been insightful critical analyses of the game. An early and oft-shared article by Omari Akil considered the implications of Pokémon Go in light of recent police shootings of black men, warning that "Pokemon Go is a death sentence if you are a black man":

I spent less than 20 minutes outside. Five of those minutes were spent enjoying the game. One of those minutes I spent trying to look as pleasant and nonthreatening as possible as I walked past a somewhat visibly disturbed white woman on her way to the bus stop. I spent the other 14 minutes being distracted from the game by thoughts of the countless Black Men who have had the police called on them because they looked “suspicious” or wondering what a second amendment exercising individual might do if I walked past their window a 3rd or 4th time in search of a Jigglypuff.

Others questioned the distribution of Pokémon across neighborhoods, suggesting that poor or black neighborhoods had disproportionately fewer Pokémon and Pokéstops. Among urbanists, however, reaction to the game has been mixed. Mark Wilson at Fastcodesign declared that Pokémon Go "is quietly helping people fall in love with their cities". Ross Brady of Architizer celebrated the game for sparking "a global wave of urban exploration". Writing for de zeen, Alex Wiltshire boldly states that the game has "redrawn the map of what people find important about the world". City Lab contributor Laura Bliss proclaimed "Pokémon Go has created a new kind of flaneur". 

Others have been more critical of the game, with Nicholas Korody at Archinect retorting: "No, Pokémon Go is not an urban fantasy for the new flaneur". At Jacobin, Sam Kriss implores readers to "resist Pokémon Go":

Walk around. Explore your neighborhood. Visit the park. Take in the sights. Have your fun. Pokémon Go is coercion, authority, a command issuing from out of a blank universe, which blasts through social and political cleavages to finally catch ‘em all. It must be resisted.

Some, like Jeff Sparrow at Overland, drew direct parallels to the Situationists.

Writing for the Atlantic, Ian Bogost mediated on "the tragedy of Pokémon Go":

We can have it both ways; we have to, even: Pokémon Go can be both a delightful new mechanism for urban and social discovery, and also a ghastly reminder that when it comes to culture, sequels rule. It’s easy to look at Pokémon Go and wonder if the game’s success might underwrite other, less trite or brazenly commercial examples of the genre. But that’s what the creators of pervasive games have been thinking for years, and still almost all of them are advertisements. Reality is and always has been augmented, it turns out. But not with video feeds of twenty-year old monsters in balls atop local landmarks. Rather, with swindlers shilling their wares to the everyfolk, whose ensuing dance of embrace and resistance is always as beautiful as it is ugly.

Pokémon Go's popularity has led to many online comparisons to the Star Trek: TNG episode "The Game," in which the crew of the Enterprise is overcome by a mind-controlling video game. The game in Star Trek is not strictly-speaking an augmented reality game, but does involve projecting images onto the player's vision similar to an AR-overlay. Previous gaming and gadget fads have been compared to the TNG episode, notably Google Glass (for it's similarity to the eye-beaming design used to interface with the game in Star Trek) and the pervasively popular Angry Birds game (as evident in this parody video). The comparison has regained cultural cachet because, unlike Angry Birds which can be played on the couch, Pokémon Go is played in motion. This, of course, has contributed to the perception of the game's zombie-fying effects; we've grown accustomed to the fact that everyone's eyes are glued to a smartphone screen in our public spaces, but now there are whole flocks of people milling around with their eyes on their devices.

My cynical side is inclined to agree with the critics who see Pokémon Go's proliferation as proof positive of the passification and banalization of our society; the visions of Orwell, Bradbury, and Phil Dick all realized at once. But there's something there that has me appreciative, even excited about this goofy game. As my wife and I wandered our neighborhood looking for pocket monsters, we noticed several other people walking around staring at their phones. This is not an uncommon sight, but it is re-contextualized in light of Pokémon Go's popularity. "Look," my wife would say, "I bet they're playing, too." After a while she had to know for sure, and started walking up to people and asking, "Are you playing Pokémon Go?" Every person she asked was indeed playing the game. Then we were walking along with these people we've just met, discussing play strategies, sharing  Pokéstop locations, spreading word of upcoming lure parties.

One night around 10:30 last week we went into the Oakland neighborhood, home to both Pitt and Carnegie Mellon's campuses and a hotbed of  Pokémon Go activity. When we arrived, at least 20 people sat along the wall in front of the Soldiers & Sailors Memorial, smartphones in hands. We walked around the base of the Cathedral of Learning, where dozens of people in groups of two, three, or more were slowly pacing, stopping to capture a virtual creature. We crossed the street to Schenley plaza, where still dozens more people trekked through the grass, laughing and exclaiming and running up to their friends to share which Pokémon they had just got. Sure, most of these people were only talking to their own groups of friends, if they were talking at all, but it was still a cool experience. For me, the greatest thing was not which monsters I caught or XP my avatar earned; rather it was the energy, the unspoken but palpable buzz generated by all these people walking around in the dark of a warm summer night. Yes, I was giving attention to my smartphone screen, but what I remember most from that evening are the stars, and the fireflies, and the murmuring voices. Pokémon Go is promoting a sort of communal public activity, even if the sociality it produces is liminal at best. Yes, it is still shallow, still commercial, still programmed, but it's something; there's an energy there and a potential that is worth paying attention to.

Pokémon Go is not the be-all-end-all of augmented urban exploration, nor should be it considered the pinnacle of how mobile technology can enable new ways of interfacing with city space. But the game's popularity, and my personal experience using it, has given me hope for the potential of AR apps to enrich our experience of urban spaces and engender new types of interactions in our shared environments.

 

Ludology grab bag: video games and authenticity, semiocapitalism, and geography

The postmodern condition presents a constant struggle and conflict between our own desires and a world that seems fully available to experience but devoid of concrete or objective meaning. Video games, by virtue of their most basic structure, allow easy access to the feeling that your chosen actions and goals are both informed and legitimised by the overarching rules surrounding them. This is the very definition of authenticity.

None of this is to say that games are better or preferable experience to real life or other media, but it is to suggest they’re uniquely placed at this point in time to provide satisfying experiences. Indeed, matching the appeal of video games with the search for authenticity goes a ways to explaining the particular trajectory of gaming’s prevalence, from largely rejected as a toy in the production-focused late eighties and early nineties, to an explosion of mainstream acceptance as the global media and advertising machine makes up more and more of our everyday lives.

  • Forbes contributor Michael Thomsen reports on an independent video game that touched on symbolic representation, labor and productivity, and even namedrops Franco Berardi's "semiocapitalism":

In most videogames, the semiotic meaning of the system is accepted by players before they begin playing—they don’t know what tactics they’ll use to win, nor whether they’ll play long enough to do so, but they know that winning or completion is the organizing metaphor. Players aren’t often encouraged to question the values of competitive systems, but only asked to internalize the responsibility of making them work as efficiently as possible, postponing the anxious reality of failure for a few magical moments that we’ve agreed to describe as fun.

In contrast, Rehearsals and Returns overflows with signifiers placed in a system that remains indifferent to their interpretative meaning, and which consciously obscures the player’s desire  to interpret them in terms of winning or losing. The system acknowledges player choices—whether you chose to tell Hilary Clinton something hateful or nice—but the game doesn’t interpret the player’s choice, nor does it tie the economy of collectible conversation pieces to any allegorical meaning. It uses the game as a sort of digital confessional chamber, in which familiar units of social and political meaning are taken out of their historical narratives and given to the player in an incomplete space meant only for self-reflection.

  • Ian Bogost recorded an interview for the Go For Rainbow podcast, discussing "gaming culture as it relates to geographical space, and when and when not to whip out the PhD cred". Full audio is available here.

Video mélange: David Harvey, Antonio Negri, and Saints Row IV

 

 

Ender's Game analyzed, the Stanley Parable explored, Political Economy of zombies, semiotics of Twitter, much more

It's been a long time since the last update (what happened to October?), so this post is extra long in an attempt to catch up.

In a world in which interplanetary conflicts play out on screens, the government needs commanders who will never shrug off their campaigns as merely “virtual.” These same commanders must feel the stakes of their simulated battles to be as high as actual warfare (because, of course, they are). Card’s book makes the nostalgic claim that children are useful because they are innocent. Hood’s movie leaves nostalgia by the roadside, making the more complex assertion that they are useful because of their unique socialization to be intimately involved with, rather than detached from, simulations.

  • In the ongoing discourse about games criticism and its relation to film reviews, Bob Chipman's latest Big Picture post uses his own review of the Ender's Game film as an entry point for a breathless treatise on criticism. The video presents a concise and nuanced overview of arts criticism, from the classical era through film reviews as consumer reports up to the very much in-flux conceptions of games criticism.  Personally I find this video sub-genre (where spoken content is crammed into a Tommy gun barrage of word bullets so that the narrator can convey a lot of information in a short running time) irritating and mostly worthless, since the verbal information is being presented faster than the listener can really process it. It reminds me of Film Crit Hulk, someone who writes excellent essays with obvious insight into filmmaking, but whose aesthetic choice (or "gimmick") to write in all caps is often a distraction from the content and a deterrent to readers. Film Crit Hulk has of course addressed this issue and explained the rationale for this choice, but considering that his more recent articles have dropped the third-person "Hulk speak"  writing style the all caps seems to be played out. Nevertheless, I'm sharing the video because Mr. Chipman makes a lot of interesting points, particularly regarding the cultural contexts for the various forms of criticism. Just remember to breathe deeply and monitor your heart rate while watching.

  • This video from Satchbag's Goods is ostensibly a review ofHotline Miami, but develops into a discussion of art movements and Kanye West:

  • This short interview with Slavoj Žižek in New York magazine continues a trend I've noticed since Pervert's Guide to Ideology has been releasing, wherein writers interviewing Žižek feel compelled to include themselves and their reactions to/interactions with Žižek into their article. Something about a Žižek encounter brings out the gonzo in journalists. The NY mag piece is also notable for this succinct positioning of Žižek's contribution to critical theory:

Žižek, after all, the ­Yugoslav-born, Ljubljana-based academic and Hegelian; mascot of the Occupy movement, critic of the Occupy movement; and former Slovenian presidential candidate, whose most infamous contribution to intellectual history remains his redefinition of ideology from a Marxist false consciousness to a Freudian-Lacanian projection of the unconscious. Translation: To Žižek, all politics—from communist to social-democratic—are formed not by deliberate principles of freedom, or equality, but by expressions of repressed desires—shame, guilt, sexual insecurity. We’re convinced we’re drawing conclusions from an interpretable world when we’re actually just suffering involuntary psychic fantasies.

Following the development of the environment on the team's blog you can see some of the gaps between what data was deemed noteworthy or worth recording in the seventeenth century and the level of detail we now expect in maps and other infographics. For example, the team struggled to pinpoint the exact location on Pudding Lane of the bakery where the Great Fire of London is thought to have originated and so just ended up placing it halfway along.

  • Stephen Totilo reviewed the new pirate-themed Assassin's Creed game for the New York Times. I haven't played the game, but I love that the sections of the game set in the present day have shifted from the standard global conspiracy tropes seen in the earlier installments to postmodern self-referential and meta-fictional framing:

Curiously, a new character is emerging in the series: Ubisoft itself, presented mostly in the form of self-parody in the guise of a fictional video game company, Abstergo Entertainment. We can play small sections as a developer in Abstergo’s Montreal headquarters. Our job is to help turn Kenway’s life — mined through DNA-sniffing gadgetry — into a mass-market video game adventure. We can also read management’s emails. The team debates whether games of this type could sell well if they focused more on peaceful, uplifting moments of humanity. Conflict is needed, someone argues. Violence sells.

It turns out that Abstergo is also a front for the villainous Templars, who search for history’s secrets when not creating entertainment to numb the population. In these sections, Ubisoft almost too cheekily aligns itself with the bad guys and justifies its inevitable 2015 Assassin’s Creed, set during yet another violent moment in world history.

  • Speaking of postmodern, self-referential, meta-fictional video games: The Stanley Parable was released late last month. There has already been a bevy of analysis written about the game, but I am waiting for the Mac release to play the game and doing my best to avoid spoilers in the meantime. Brenna Hillier's post at VG24/7 is spoiler free (assuming you are at least familiar with the games premise, or its original incarnation as a Half Life mod), and calls The Stanley parable "a reaction against, commentary upon, critique and celebration of narrative-driven game design":

The Stanley Parable wants you to think about it. The Stanley Parable, despite its very limited inputs (you can’t even jump, and very few objects are interactive) looks at those parts of first-person gaming that are least easy to design for – exploration and messing with the game’s engine – and foregrounds them. It takes the very limitations of traditional gaming narratives and uses them to ruthlessly expose their own flaws.

Roy’s research focus prior to founding Bluefin, and continued interest while running the company, has to do with how both artificial and human intelligences learn language. In studying this process, he determined that the most important factor in meaning making was the interaction between human beings: non one learns language in a vacuum, after all. That lesson helped inform his work at Twitter, which started with mapping the connection between social network activity and live broadcast television.

Aspiring to cinematic qualities is not bad in an of itself, nor do I mean to shame fellow game writers, but developers and their attendant press tend to be myopic in their point of view, both figuratively and literally. If we continually view videogames through a monocular lens, we miss much of their potential. And moreover, we begin to use ‘cinematic’ reflexively without taking the time to explain what the hell that word means.

Metaphor is a powerful tool. Thinking videogames through other media can reframe our expectations of what games can do, challenge our design habits, and reconfigure our critical vocabularies. To crib a quote from Andy Warhol, we get ‘a new idea, a new look, a new sex, a new pair of underwear.’ And as I hinted before, it turns out that fashion and videogames have some uncanny similarities.

Zombies started their life in the Hollywood of the 1930s and ‘40s as simplistic stand-ins for racist xenophobia. Post-millennial zombies have been hot-rodded by Danny Boyle and made into a subversive form of utopia. That grim utopianism was globalized by Max Brooks, and now Brad Pitt and his partners are working to transform it into a global franchise. But if zombies are to stay relevant, it will rely on the shambling monsters' ability to stay subversive – and real subversive shocks and terror are not dystopian. They are utopian.

Ironically, our bodies now must make physical contact with devices dictating access to the real; Apple’s Touch ID sensor can discern for the most part if we are actually alive. This way, we don’t end up trying to find our stolen fingers on the black market, or prevent others from 3D scanning them to gain access to our lives.

This is a monumental shift from when Apple released its first iPhone just six years ago. It’s a touchy subject: fingerprinting authentication means we confer our trust in an inanimate object to manage our animate selves - our biology is verified, digitised, encrypted, as they are handed over to our devices.

Can you really buy heroin on the Web as easily as you might purchase the latest best-seller from Amazon? Not exactly, but as the FBI explained in its complaint, it wasn't exactly rocket science, thanks to Tor and some bitcoins. Here's a rundown of how Silk Road worked before the feds swooped in.

  • Henry Jenkins posted the transcript of an interview with Mark J.P. Wolf. The theme of the discussion is "imaginary worlds," and they touch upon the narratology vs. ludology conflict in gaming:

The interactivity vs. storytelling debate is really a question of the author saying either “You choose” (interaction) or “I choose” (storytelling) regarding the events experienced; it can be all of one or all of the other, or some of each to varying degrees; and even when the author says “You choose”, you are still choosing from a set of options chosen by the author.  So it’s not just a question of how many choices you make, but how many options there are per choice.  Immersion, however, is a different issue, I think, which does not always rely on choice (such as immersive novels), unless you want to count “Continue reading” and “Stop reading” as two options you are constantly asked to choose between.

Manifesto for a Ludic Century, ludonarrative dissonance in GTA, games and mindf*cks, and more

Systems, play, design: these are not just aspects of the Ludic Century, they are also elements of gaming literacy. Literacy is about creating and understanding meaning, which allows people to write (create) and read (understand).

New literacies, such as visual and technological literacy, have also been identified in recent decades. However, to be truly literate in the Ludic Century also requires gaming literacy. The rise of games in our culture is both cause and effect of gaming literacy in the Ludic Century.

So, perhaps there is one fundamental challenge for the Manifesto for a Ludic Century: would a truly ludic century be a century of manifestos? Of declaring simple principles rather than embracing systems? Or, is the Ludic Manifesto meant to be the last manifesto, the manifesto to end manifestos, replacing simple answers with the complexity of "information at play?"

Might we conclude: videogames are the first creative medium to fully emerge after Marshall McLuhan. By the time they became popular, media ecology as a method was well-known. McLuhan was a popular icon. By the time the first generation of videogame players was becoming adults, McLuhan had become a trope. When the then-new publication Wired Magazine named him their "patron saint" in 1993, the editors didn't even bother to explain what that meant. They didn't need to.

By the time videogame studies became a going concern, McLuhan was gospel. So much so that we don't even talk about him. To use McLuhan's own language of the tetrad, game studies have enhanced or accelerated media ecology itself, to the point that the idea of studying the medium itself over its content has become a natural order.

Generally speaking, educators have warmed to the idea of the flipped classroom far more than that of the MOOC. That move might be injudicious, as the two are intimately connected. It's no accident that private, for-profit MOOC startups like Coursera have advocated for flipped classrooms, since those organizations have much to gain from their endorsement by universities. MOOCs rely on the short, video lecture as the backbone of a new educational beast, after all. Whether in the context of an all-online or a "hybrid" course, a flipped classroom takes the video lecture as a new standard for knowledge delivery and transfers that experience from the lecture hall to the laptop.

  • Also, with increased awareness of Animal Crossing following from the latest game's release for the Nintendo 3DS, Bogost recently posted an excerpt from his 2007 book Persuasive Games discussing consumption and naturalism in Animal Crossing:

Animal Crossing deploys a procedural rhetoric about the repetition of mundane work as a consequence of contemporary material property ideals. When my (then) five-year-old began playing the game seriously, he quickly recognized the dilemma he faced. On the one hand, he wanted to spend the money he had earned from collecting fruit and bugs on new furniture, carpets, and shirts. On the other hand, he wanted to pay off his house so he could get a bigger one like mine.

Ludonarrative dissonance is when the story the game is telling you and your gameplay experience somehow don’t match up. As an example, this was a particular issue in Rockstar’s most recent game, Max Payne 3. Max constantly makes remarks about how terrible he is at his job, even though he does more than is humanly possible to try to protect his employers – including making perfect one-handed head shots in mid-air while drunk and high on painkillers. The disparity and the dissonance between the narrative of the story and the gameplay leave things feeling off kilter and poorly inter-connnected. It doesn’t make sense or fit with your experience so it feels wrong and damages the cohesiveness of the game world and story. It’s like when you go on a old-lady only murdering spree as Niko, who is supposed to be a reluctant killer with a traumatic past, not a gerontophobic misogynist.

What I find strange, in light of our supposed anti-irony cultural moment, is a kind of old-fashioned ironic conceit behind a number of recent critical darlings in the commercial videogame space. 2007's Bioshock and this year’s Bioshock: Infinite are both about the irony of expecting ‘meaningful choice’ to live in an artificial dome of technological and commercial constraints. Last year’s Spec Ops: The Line offers a grim alchemy of self-deprecation and preemptive disdain for its audience. The Grand Theft Auto series has always maintained a cool, dismissive cynicism beneath its gleefully absurd mayhem. These games frame choice as illusory and experience as artificial. They are expensive, explosive parodies of free will.

To cut straight to the heart of it, Bioshock seems to suffer from a powerful dissonance between what it is about as a game, and what it is about as a story. By throwing the narrative and ludic elements of the work into opposition, the game seems to openly mock the player for having believed in the fiction of the game at all. The leveraging of the game’s narrative structure against its ludic structure all but destroys the player’s ability to feel connected to either, forcing the player to either abandon the game in protest (which I almost did) or simply accept that the game cannot be enjoyed as both a game and a story, and to then finish it for the mere sake of finishing it.

The post itself makes a very important point: games, for the most part, can’t pull the Mindfuck like movies can because of the nature of the kind of storytelling to which most games are confined, which is predicated on a particular kind of interaction. Watching a movie may not be an entirely passive experience, but it’s clearly more passive than a game. You may identify with the characters on the screen, but you’re not meant to implicitly think of yourself as them. You’re not engaging in the kind of subtle roleplaying that most (mainstream) games encourage. You are not adopting an avatar. In a game, you are your profile, you are the character you create, and you are also to a certain degree the character that the game sets in front of you. I may be watching everything Lara Croft does from behind her, but I also control her; to the extent that she has choices, I make them. I get her from point A to B, and if she fails it’s my fault. When I talk about something that happened in the game, I don’t say that Lara did it. I say that I did.

Anachrony is a common storytelling technique in which events are narrated out of chronological order. A familiar example is a flashback, where story time jumps to the past for a bit, before returning to the present. The term "nonlinear narrative" is also sometimes used for this kind of out-of-order storytelling (somewhat less precisely).

While it's a common technique in literature and film, anachrony is widely seen as more problematic to use in games, perhaps even to the point of being unusable. If the player's actions during a flashback scene imply a future that differs considerably from the one already presented in a present-day scene (say, the player kills someone who they had been talking to in a present-day scene, or commits suicide in a flashback), this produces an inconsistent narrative. The root of the problem is that players generally have degree of freedom of action, so flashbacks are less like the case in literature and film—where already decided events are simply narrated out of order—and more like time travel, where the player travels back in time and can mess up the timeline.

The first of the books are set to be published in early 2014. Some of the writers that will be published by Press Select in its first round have written for publications like Edge magazine, Kotaku, Kill Screen and personal blogs, including writers like Chris Dahlen, Michael Abbott, Jenn Frank, Jason Killingsworth, Maddy Myers, Tim Rogers, Patricia Hernandez and Robert Yang.

Inside Korea's gaming culture, virtual worlds and economic modeling, Hollywood's Summer of Doom continued, and more

  • I've long been fascinated by the gaming culture in South Korea, and Tom Massey has written a great feature piece for Eurogamer titled Seoul Caliber: Inside Korea's Gaming Culture. From this westerner's perspective, having never visited Korea, the article reads almost more like cyberpunk fiction than games journalism:

Not quite as ubiquitous, but still extremely common, are PC Bangs: LAN gaming hangouts where 1000 Won nets you an hour of multiplayer catharsis. In Gangnam's Maxzone, overhead fans rotate at Apocalypse Now speed, slicing cigarette smoke as it snakes through the blades. Korea's own NCSoft, whose European base is but a stone's throw from the Eurogamer offices, is currently going strong with its latest MMO, Blade & Soul.

"It's relaxing," says Min-Su, sipping a Milkis purchased from the wall-mounted vending machine. "And dangerous," he adds. "It's easy to lose track of time playing these games, especially when you have so much invested in them. I'm always thinking about achieving the next level or taking on a quick quest to try to obtain a weapon, and the next thing I know I've been here for half the day."

[youtube=http://www.youtube.com/watch?v=Kue_gd8DneU&w=420&h=315]

Creation and simulation in virtual worlds appear to offer the best domain to test the new ideas required to tackle the very real problems of depravation, inequality, unemployment, and poverty that exist in national economies. On that note the need to see our socioeconomic institutions for the games that they really are seems even more poignant.

In the words of Vili Lehdonvirta, a leading scholar in virtual goods and currencies, the suffering we see today is “not some consequence of natural or physical law” it instead “is a result of the way we play these games.”

The global economy seems to be bifurcating into a rich/tech track and a poor/non-tech track, not least because new technology will increasingly destroy/replace old non-tech jobs. (Yes, global. Foxconn is already replacing Chinese employees with one million robots.) So far so fairly non-controversial.

The big thorny question is this: is technology destroying jobs faster than it creates them?

[...]

We live in an era of rapid exponential growth in technological capabilities. (Which may finally be slowing down, true, but that’s an issue for decades hence.) If you’re talking about the economic effects of technology in the 1980s, much less the 1930s or the nineteenth century, as if it has any relevance whatsoever to today’s situation, then you do not understand exponential growth. The present changes so much faster that the past is no guide at all; the difference is qualitative, not just quantitative. It’s like comparing a leisurely walk to relativistic speeds.

We begin with a love story--from a man who unwittingly fell in love with a chatbot on an online dating site. Then, we encounter a robot therapist whose inventor became so unnerved by its success that he pulled the plug. And we talk to the man who coded Cleverbot, a software program that learns from every new line of conversation it receives...and that's chatting with more than 3 million humans each month. Then, five intrepid kids help us test a hypothesis about a toy designed to push our buttons, and play on our human empathy. And we meet a robot built to be so sentient that its creators hope it will one day have a consciousness, and a life, all its own.

[youtube=http://www.youtube.com/watch?v=pHCwaaactyY&w=420&h=315]

"These outages are absolutely going to continue," said Neil MacDonald, a fellow at technology research firm Gartner. "There has been an explosion in data across all types of enterprises. The complexity of the systems created to support big data is beyond the understanding of a single person and they also fail in ways that are beyond the comprehension of a single person."

From high volume securities trading to the explosion in social media and the online consumption of entertainment, the amount of data being carried globally over the private networks, such as stock exchanges, and the public internet is placing unprecedented strain on websites and on the networks that connect them.

What I want is systems that have intrinsic rewards; that are disciplines similar to drawing or playing a musical instrument. I want systems which are their own reward.

What videogames almost always give me instead are labor that I must perform for an extrinsic reward. I want to convince you that not only is this not what I want, this isn’t really what anyone wants.

[youtube=http://www.youtube.com/watch?v=GpO76SkpaWQ&w=560&h=315]

This 'celebrification' is enlivening making games and giving players role models, drawing more people in to development, especially indie and auteured games. This shift is proving more prosperous than any Skillset-accredited course or government pot could ever hope for. We are making men sitting in pants at their laptops for 12 hours a day as glamorous as it could be.

Creating luminaries will lead to all the benefits that more people in games can bring: a bigger and brighter community, plus new and fresh talent making exciting games. However, celebritydom demands storms, turmoil and gossip.

Spielberg's theory is essentially that a studio will eventually go under after it releases five or six bombs in a row. The reason: budgets have become so gigantic. And, indeed, this summer has been full of movies with giant budgets and modest grosses, all of which has elicited hand-wringing about financial losses, the lack of a quality product (another post-apocalyptic thriller? more superheroes?), and a possible connection between the two. There has been some hope that Hollywood's troubles will lead to a rethinking of how movies get made, and which movies get greenlit by studio executives. But a close look at this summer's grosses suggest a more worrisome possibility: that the studios will become more conservative and even less creative.

[youtube=http://www.youtube.com/watch?v=F4mDNMSntlA&w=420&h=315]

Bogost on Facebook feudalism, narrative possibilites in games, the gamification of sex

The short truth is this: Facebook doesn't care if developers can use the platform easily or at all. In fact, it doesn't seem to concern itself with any of the factors that might be at play in developers' professional or personal circumstances. The Facebook Platform is a selfish, self-made altar to Facebook, at which developers are expected to kneel and cower, rather than a generous contribution to the success of developers that also happens to benefit Facebook by its aggregate effects.

A lot of reactions to the narrative of [Bioshock] Infinite that I encountered were that it “didn’t make sense,” and that it was “being weird for the sake of being weird.”

Those reminded me of criticisms leveled at two of my favorite filmmakers: David Lynch and Stanley Kubrick. I think these comments arise because Infinite doesn’t go all the way, it hesitates. It tries to stick to conventional logic. It strews about Voxaphones to explain its abstractions.

  • Shujaat Syed at Player Effort writes about "making linear story telling interesting in video games by acknowledging the fourth wall":

At their core, video games are authoritarian. They have rules that need to be followed, and you are restricted to the game play systems and a story the programmers and designers have created. However, compared to other forms of media, they offer a breadth of freedom that is unmatched. I will not be speaking about the freedom of exploration. What I will be talking about is the freedom of creating a different type of narrative that is only possible through video games by breaking the 4th wall between the game and the player. This is one of our mediums greatest advantage, however, very rarely, is this power explored. With video games, we can have truly powerful forms of narrative, but at most we get ideas that could theoretically work as movies. Open-world sandbox games can dodge this because the player is free to create their own narrative alongside the main plotline, and this is a concept that is entirely unique to video games. It’s the linear story-based games where the narrative is usually much harder to distinguish than what you would get from a book or movie.

In addition to registering your decibel levels (I’m hoping mine will get a boost from the garbage truck always idling outside my window), Spreadsheets will also monitor your overall duration, frequency, and somehow, thrusts per minute. Apparently this does not require supplementary electrodes.

What’s more, you can unlock “badges” and the like. For example, to meet the “Hello Sunshine” achievement, worth 10 points, you must take on the ultimate challenge of our time: “perform morning sex.”

Multiple angles on gamification

  • This week my fiancée told me about an app she had recently installed on her phone. As she excitedly described it, users of the app can "check in" at a retail store (it sounded like your location is verified through GPS) and you receive points for doing so, presumably to redeem for store purchases but I don't recall all the details. I should also mention that his app is not Foursquare, though I am not sure how the two apps differ specifically. Apps like this exemplify the gamification trend in marketing and advertising. There is an entire wiki dedicated to gamification, with detailed pages like this one describing the various game mechanics used in gamification.

Gamification applies basic game thinking and game mechanics to a non-gaming context. Many gamification models reward users for participating, completing defined user tasks, or achieving goals. A great example is Foursquare, which awards points and perks for "checking-in" to places you go. Although some models introduce distinguishable game-related features, gamification of online shopping includes any type of game thinking applied to an online shopping model.

Gamification makes things fun because it taps into our basic human appetite for competition, stature, and social interaction. Rather than feeling tricked or manipulated, we feel a sense of control when participating in transparent game-oriented shopping. As a result, shopping becomes more exciting and rewarding, while increasing highly sought-after engagement and customer loyalty for retailers and brands.

  • This LinkedIn post by Dan Sanker describes gamification as "the application of game elements and digital game design techniques to non-game problems" and considers potential applications:

Small tools, influenced by simple game mechanics can be used to modify people’s behavior. [...] There is a long way to go to make some mundane tasks more engaging. I think the paradigm that rang true the most this week, especially after talking with the kids about their experiences – is that we need to start thinking about customers, consumers, employees and/or students less as ‘Users’ and more as ‘Players.’ Are there ways to enjoy the experience of buying, procuring, working and learning? It might be a better way for us to consider interacting with Generation Z and those who come after them.

But gamification hasn't just grabbed the attention of the corporate world. Teachers are trying to make learning more fun by introducing games into the classroom in the hope of keeping children engaged for longer. This made me think about how many banks, building societies and other financial services providers are using gamification to encourage kids to start saving or educate them about money.

In the minds of Silicon Valley’s eternal optimists, and the journalists who so unconditionally love them, gamification is the possibility of rendering intricately complex processes, such as education or health care, more effective by transforming them into games. If kids aren’t reading, goes the gamified mantra, perhaps some friendly competitive system of badges and leaderboards might provide the missing incentive. And if adults are getting a tad too heavy, just slap a gizmo on their wrists that challenges them to burn more and more calories each day and they’ll play along.

As a professor of video games, I’ve strong doubts that the same principles that compel us to save Princess Zelda or defeat Donkey Kong apply in the classroom, the boardroom, or the emergency room. Like most game scholars, I view gamification as the creation of the TED-circle nabobs, largely empty, feel-good fodder for the intellectually limp. But the idea isn’t totally useless: There are some special categories of human events, rare and far-between, whose own innate absurdities are so profound that a touch of gamification might actually do them good.

I’m talking, of course, about the Israeli-Palestinian peace process.

We are naturally drawn to entertaining, visually appealing, easily digestible information sources and the power is in our hands to choose who, when, where and on what we will engage.  Witness the rise of video consumption on mobile as part of this trend.

Gamification may be the answer but the problem is that businesses can rush into it without necessarily lifting the bonnet to see what is making it work. There are a number of services putting their hands up to execute it for you but executing without a clear view of what motivates your audience can and will prove fatal.

The concept of gamifying products and services came into being when marketers realised that loyalty programmes are becoming too banal to retain consumers. A number of leading brand names, including Hungama, Zapak, Adobe and Microsoft, have used the concept successfully to create a habit of their product amongst users.

Microsoft created a unique gamified tool that allowed users to learn the new MS Office applications and earn rewards, thus making the whole process interactive.

Epic EVE battle, Critical games criticism, indie developer self-publishing

Update, 9:18PM ET: The battle is over. After more than five hours of combat, the CFC has defeated TEST Alliance. Over 2,900 ships were destroyed today in the largest fleet battle in Eve Online's history. TEST Alliance intended to make a definitive statement in 6VDT, but their defeat at the hands of the CFC was decisive and will likely result in TEST's withdrawal from the Fountain region.

In a conversation with Whitten, he told us that the commitment to independent developers is full. There won't be restrictions on the type of titles that can be created, nor will there be limits in scope. In response to a question on whether retail-scale games could be published independently, Whitten told us, "Our goal is to give them access to the power of Xbox One, the power of Xbox Live, the cloud, Kinect, Smartglass. That's what we think will actually generate a bunch of creativity on the system." With regard to revenue splitting with developers, we were told that more information will be coming at Gamescom, but that we could think about it "generally like we think about Marketplace today." According to developers we've spoken with, that split can be approximately 50-50.

Another difference between the Xbox One and Xbox 360 is how the games will be published and bought by other gamers. Indie games will not be relegated to the Xbox Live Indie Marketplace like on the Xbox 360 or required to have a Microsoft-certified publisher to distribute physically or digitally outside the Indie Marketplace. All games will be featured in one big area with access to all kinds of games.

If anything has hurt modern video game design over the past several years, it has been the rise of 'freemium'. It seems that it is rare to see a top app or game in the app stores that has a business model that is something other than the 'free-to-play with in-app purchases' model. It has been used as an excuse to make lazy, poorly designed games that are predicated on taking advantage of psychological triggers in its players, and will have negative long term consequences for the video game industry if kept unchecked.

Many freemium games are designed around the idea of conditioning players to become addicted to playing the game. Many game designers want their games to be heavily played, but in this case the freemium games are designed to trigger a 'reward' state in the player's brain in order to keep the player playing (and ultimately entice the user to make in-app purchases to continue playing). This type of conditioning is often referred to as a 'Skinner box', named after the psychologist that created laboratory boxes used to perform behavioral experiments on animals.

It obviously isn’t beyond the realm of possibility that, not only do financial considerations influence a game’s structure and content, financial outcomes affect a studio’s likelihood of survival in the industry, based upon the machinations of its publishing overlords. Activision killed Bizarre Creations, Eidos ruined Looking Glass Studios, EA crushed Westood, Pandemic, Bullfrog, Origin Systems… well, the list could go on, until I turn a strange, purple color, but you get my point. And, when 3.4 million copies sold for a Tomb Raider reboot isn’t enough by a publisher’s standards, you can’t help but feel concern for a developer’s future.

This relationship between environment-learner-content interaction and transfer puts teachers in the unique position to capitalize on game engagement to promote reflection that positively shapes how students tackle real-world challenges. To some, this may seem like a shocking concept, but it’s definitely not a new one—roleplay as instruction, for example, was very popular among the ancient Greeks and, in many ways, served as the backbone for Plato’s renowned Allegory of the Cave. The same is true of Shakespeare’s works, 18th and 19th century opera, and many of the novels, movies, and other media that define our culture. More recently, NASA has applied game-like simulations to teach astronauts how to maneuver through space, medical schools have used them to teach robotic surgery, and the Federal Aviation Administration has employed them to test pilots.

The relationship between the creator, the product, and the audience, are all important contexts to consider during media analysis, especially with games. This is because the audience is an active participant in the media. So if you are creating a game you always have to keep in mind the audience. Even if you say the audience doesn’t matter to you, it won’t cease to exist, and it does not erase the impact your game will have.

Similarly, if you are critiquing or analyzing any media, you can’t ignore the creator and the creator’s intentions. Despite those who claim the “death of the author,” if the audience is aware of the creator’s intentions, it can affect how they perceive the game. Particularly, if you consider the ease in which creators can release statements talking about their work, you’ll have an audience with varying levels of awareness about the creator’s intentions. These factors all play off of each other–they do not exist in a vacuum.

When we talk about any medium’s legitimacy, be it film or videogames or painting, it’s a very historical phenomenon that is inextricably tied to its artness that allows for them to get in on the ground floor of “legitimate" and “important." So if we contextualize the qualities that allowed for film or photography to find themselves supported through a panoply of cultural institutions it was a cultural and political economic process that lead them there.


[...]

Videogames, the kind that would be written about in 20 dollar glossy art magazines, would be exactly this. When creators of videogames want to point to their medium’s legitimacy, it would help to have a lot of smart people legitimate your work in a medium (glossy magazines, international newspapers) that you consider to be likewise legitimate. Spector concedes that ‘yes all the critics right now are online’, but the real battle is in getting these critics offline and into more “legitimate" spaces of representation. It’s a kind of unspoken hierarchy of mediums that is dancing before us here: at each step a new gatekeeper steps into play, both legitimating and separating the reader from the critic and the object of criticism. 

All three games define fatherhood around the act of protection, primarily physical protection. And in each of these games, the protagonist fails—at least temporarily—to protect their ward. In Ethan’s case, his cheery family reflected in his pristine home collapses when he loses a son in a car accident. Later, when his other son goes missing, the game essentially tests Ethan’s ability to reclaim his protective-father status.

No video game grants absolute freedom; they all have rules or guidelines that govern what you can and can’t do. The sci-fi epic Mass Effect is a series that prides itself on choice, but even that trilogy ends on a variation of choosing between the “good” and “bad” ending. Minecraft, the open-world creation game, is extremely open-ended, but you can’t build a gun or construct a tower into space because it doesn’t let you. BioShock’s ending argues that the choices you think you’re making in these games don’t actually represent freedom. You’re just operating within the parameters set by the people in control, be they the developers or the guy in the game telling you to bash his skull with a golf club.

BioShock’s disappointing conclusion ends up illustrating Ryan’s point. A man chooses, a player obeys. It’s a grim and cynical message that emphasizes the constraints of its own art form. And given that the idea of choice is so important to BioShock’s story, I don’t think it could’ve ended any other way.

 

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.

Thoughts on Oculus Rift, modding, and assessing the state of games journalism and criticism

Gaming journalism is, by some accounts, a broken field. By others, its unjournalistic process is a symptom of reporting online, where advertising revenue is minimal, at least when compared to revenue from newspapers or magazines. And that isn’t just exclusive to gaming journalism — most outlets, both online and in print, face an uncertain future under the weight of a change in the way we absorb news and opinion. (The change is evident when you account for how many sites have recently undergone a design to accommodate tablets better. USgamer, Kotaku and Polygon among others.)

[...]

That’s why gaming press seems like a corrupt industry, when it should be incorruptible. Corporate apologetics, publisher-granted exclusive reviews, mostly non-hard-hitting, superfluous bits to appease the companies. All of this is how modern journalism operates. (As an experiment, check notable outlets or magazines and look for the term “sponsored content”. More sites do it than you’d think.) But when the revenue stream is one-tenth of historical norms, journalists must find ways to continue writing, and that sometimes involves looking for sponsors. It’s not optimal, it’s not prestigious, it goes everything I learned in journalism school, but hey, money rules the world.

[blip.tv http://blip.tv/play/AYOT7SsC.x?p=1 width="720" height="433"]

Initially, I’m excited about using it for actors: there’s no reason it can’t work directly with the MVN mocap suits we use, and having actors able to see the virtual environment they’re acting in is a pretty mind-blowing concept. I may need to invest in a supply of sick-bags, though…

I’m also working on a virtual camera for the Rift, some tests of aiming cameras WITH MY FACE, the previously-mentioned preview suite, and more. Look for a post specifically about the Rift and filmmaking later this week or early next.

But for now, if you’ll excuse me, there’s a demon-filled corridor in Doom 3 that I’ve got to go be scared witless by…

Issues like over-crowding start to fade away. Of course, physical education can't be replaced (yet?), but actual problems that plague education for students, both young and old could be eradicated completely. Suddenly, post-secondary education becomes affordable once again. Taught by real teachers to real students with those social interactions at the core.

Political events could be attended by anyone. Having the ability to view political discussions on the hill are possible today through various news outlets, or public broadcasting. With integration of Oculus, you could physically be there, sitting there, watching anything and everything unfold as if you were actually there. Having something like this might increase public knowledge of the workings of government, and help youth become passionate about issues that really require their attention.

With both software and hardware modders growing in numbers at a staggering rate, and one that will presumably continue to increase, it’s safe to say that modding is the future of gaming. A single person or group of people going out of their way to improve the gaming experience for themselves and others for non-profit was almost unimaginable during the early stages of the industry. Today, it is the norm, albeit still a relatively underground one. Yet just as the amount of people who play games has risen dramatically over the years, I believe the same is destined to repeat itself for modders. In order for gaming companies to solidify their foothold in the industry, the implementation of cooperation with their target audience will soon be paramount.

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