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: virtuality

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.

Virtual Horizons & Futurology for 2021: Žižek on The Great Reset

With much ballyhoo and bellyaching about the absurdly miserable year of 2020, our collective calendars have finally turned to 2021. The year-end was marked by effusive declarations of relief and hope, even though these admissions of optimism were often tinged with cynical self-awareness reflecting the continuing complexities of our current moment (i.e. coronavirus vaccines are officially being rolled out, although infections are currently exploding in the U.S., and a new strain of the virus has been discovered; and it remains likely that Trump will leave office soon, despite ongoing efforts to delegitimize the election outcome, and nevermind what sort of policies we can reasonably accept from a Biden administration). 

In an essay published on New Year’s Eve by Jacobin, Slavoj Žižek considers the prospects of the immediate future in terms of a dichotomy between a socialist reset and a corporate “great reset”:

“When we try to guess how our societies will look after the pandemic will be over, the trap to avoid is futurology — futurology by definition ignores our not-knowing. Futurology is defined as a systematic forecasting of the future from the present trends in society. And therein resides the problem — futurology mostly extrapolates what will come from the present tendencies. However, what futurology doesn’t take into account are historical “miracles,” radical breaks which can only be explained retroactively, once they happen.”

The phrase “great reset” has proliferated through think-pieces and professional publications to describe the ways in which the effects of the pandemic will shape social reality and rearrange policy priorities for the foreseeable future. It is also the title of a proposal by the World Economic Forum for how the global economic recovery should be directed. The proposal thus represents the dissemination of managerialist and technocratic visioning statements on the behalf of an aristocratic elite who assume the mantle for guiding civilization’s progress. Žižek addresses some of the most visible exemplars of this group:

“The human face of this ‘leading with transparency, authenticity, and humanity’ are Gates, Bezos, Zuckenberg, the faces of authoritarian corporate capitalism who all pose as humanitarian heroes, as our new aristocracy celebrated in our media and quoted as wise humanitarians. Gates gives billions to charities, but we should remember how he opposed Elizabeth Warren’s plan for a small rise in taxes. He praised Piketty and once almost proclaimed himself a socialist — true, but in a very specific twisted sense: his wealth comes from privatizing what Marx called our ‘commons,’ our shared social space in which we move and communicate.”

[...]

“We are thus facing a horrible false alternative: a big corporate reset or nationalist populism, which turns out to be the same. “The great reset” is the formula of how to change some things (even many things) so that things will basically remain the same.”

[...]

“So is there a third way, outside the space of the two extremes of restoring the old normality and a Great Reset? Yes, a true great reset. It is no secret what needs to be done — Greta Thunberg made it clear. First, we should finally recognize the pandemic crisis as what it is, part of a global crisis of our entire way of life, from ecology to new social tensions. Second, we should establish social control and regulation over economy. Third, we should rely on science — rely on but not simply accept it as the agency which makes decisions.”

The distinction that Žižek makes between relying on science and delegating agency to techno-scientific forces is a crucial one. This past November I participated in a workshop organized by the Communicative Cities Research Network on the topic of urban communication in the pandemic era. My brief contribution to the proceedings comprised my musings on urban responses to the pandemic in light of prevailing trends in “smart city” policies. The emergence of the COVID-19 pandemic initially seemed to reinforce ways of envisioning cities and urban space that characterizes “smart city” urban imaginaries. The propagation of smart city frameworks, particularly those promoted by corporate firms and technology vendors, has been characterized as a “techno-utopian policy mobility” and expression of a “technoscientific urbanism” in which infrastructural packages are sold to beleaguered municipalities as technical “solutions” for intractable urban problems.

One of the problems with these approaches is that by foregrounding technological formulations of urban life, these programs function to depoliticize practices of city planning, obfuscate the social inequalities inherent to urban development, and foreclose opportunities to formulate an emancipatory or oppositional urban politics. The smart city imaginary of transposable technical solutions as promoted by technology vendors has emerged from the conditions of entrepreneurial urbanism and neoliberal policy approaches. The technoscientific tenor that characterizes many smart city discourses is especially amenable to neoliberal applications as it addresses urban problems through a veneer of objectivity, neutrality, and ideological agnosticism. These technocratic approaches attempt to depoliticize what are in actuality politically charged development and governance programs.

The COVID-19 pandemic makes clear the need for science, technology, and engineering to solve urban problems and maintain quality of life. However, it is crucial to be wary of the ways in which a technocratic veneer obscures the ideological underpinnings and inherent value judgments that direct policy programs, as well as the ways in which technocratic imaginaries limit the scope of our potential urban futures.

Žižek concludes his article thusly:

“Futurology deals with what is possible, we need to do what is (from the standpoint of the existing global order) impossible.”

In regards to urban futures and imaginaries, my response to Žižek’s distinction between the possible and impossible draws on a particular notion of virtuality understood not as absent or imaginary but as the potentiality for change, as the as-yet-unrealized. 

The emancipatory potential of virtuality in urban imaginaries is deeply implicated in the Lefebvrian right to the city. Lefebvre's call for a "right to the city" extended beyond access to housing and public space to advocate for spontaneity, sociability, and the utilization of urban environments based on use rather than exchange value. While the formulation of “the right to the city” is effectively an empty signifier, it signals the struggles of urban denizens to exert influence over the shaping of their built environment, to exercise autonomy in their communities, and to realize the use value of public space as a common good in the face of homogenizing capitalist development that aims to render and remake space only on the basis of exchange.

A common rejoinder to urban rhetoric invoking the “right to the city” is to ask for examples of cities or communities that have successfully realized the right. While the phrase has been adopted as a by various activist groups, and has appeared in certain government policies, there are no obvious examples of how the right has been actualized. Yet the virtuality of the right to the city is essential to its continued functioning as a rallying cry of radical urban politics.

The right to the city represents a virtual horizon of urban life and a radical vision for the city to come. Lefebvre’s call has been taken up by urbanists and activists as a rallying cry for expanding urban imaginaries beyond the actual to the possibilities offered by invention and processes of becoming. The right to the city therefore renders the realms of imagination and virtuality as key battlefields for urban struggles. Among the many crises facing cities today - ecological catastrophes, yawning social inequality, infrastructural breakdown, etc. - we might accordingly refer also to a crisis of imagination.

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.


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