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Month: August 2016

The Artist is Present

I am about to ask you to do something I have to admit I didn’t do as much of during my academic career as I should have: do the reading before getting to class. Or in this case, I want you to watch a video on YouTube. Which is something I did more of during my academic career than I should have. Anyway, I need you to take about half an hour and go watch Ian Danskin’s excellent video The Artist is Absent: Davey Wreden and The Beginner’s Guide to understand where I’m going in today’s post. I want to put forward an argument that there are some games where the author is present.

I think the absence of the author is partially true of tabletop roleplaying games in some important ways. It is most certainly true of the rule books, supplements, and literary fiction that uses the same setting as the game that your GM/DM/storyteller wants to run. It is not true of the story the players are at the table to play through, though, because the DM acts as an author-figure during the play of the game. They can adjust the narrative in real time to make things clearer to the players, answer questions at the table, and confer in between sessions. The difference between this and the campfire storyteller is that the players are active participants in the procedure of creating the narrative rather than an audience that is expected to sit and listen quietly. This is what makes the tabletop RPG special. I did not say unique because I recently heard of a collaborative storytelling game called Storium which eschews solving problems with polyhedral chunks of plastic and other elements of what we normally consider games and really zooms in on the process of creating a narrative. I haven’t played this yet, but am very interested in doing so.

“The introduction of so powerful an agent as polyhedral dice to a collaborative narrative with players will make a great change in the situation of storytelling.” – Thomas Jefferson in Made-up Quotes Falsely Attributed To Founding Fathers, p. 133 

If, in the person of the DM, the artist is present, what does that change? Well, it ends the debate over authorial intent. Danskin argues that interpretation trumps intent when the author cannot be present. When creating a work, the author must think in advance about how the work will be interpreted. For example, if Beginner’s Guide included a sequence where the player was beset by enemies who look like they came straight out of a minstrel show, it most likely would not matter to us what Narrator Davey says or even what Davey Prime says about how the work is supposed to be a critical commentary on racism. If the game has us saying out loud and/or in our heads “holy shit, this game is super-racist and that’s awful” then at best the author had great intentions but failed as an artist if it really is that hard to see through to his critique. That’s the main beef I have with Bayonetta: it’s not that I can’t understand the argument that it’s not objectifying women, but it comes off that way so much that it’s not possible for me to come away without feeling that it does even if that wasn’t the original intention. Likewise, I wouldn’t blame people around my game table if I submitted official character portraits that depicted characters (particularly female ones) in a way that needlessly sexualizes them.

Caption
Why won’t anyone believe me when I say that I intended my druid to be a strong female character?

This is where the tabletop RPG is different from other kinds of games: if I have a femme fatale NPC that I hear from my players sounds more like creepy fan service than legitimate character, I have some options that I would not as a published author. If the character is straight out of a published module, then maybe that author ought to rethink the portrayal of women, but I as the DM can take the basics and rework them as I see fit. Or I can choose a different module, or homebrew something less offensive. Or, I can run with the character and do a session on peeling back the layers to show that she’s actually a person underneath the mask if that’s something that would interest the players. Or, I can just have her exit stage right and never appear again. There will be many options available to me, which will render the question of intent moot: if I proceed to play out something the players don’t like, and the players know it, then I alone am responsible for it and can’t hide behind some other author’s intent.

So, what does that mean for aspiring authors and dungeon masters alike? Be aware of your presence or lack thereof. In partially or non-interactive media (from video games to paperback novels) remember that authors are responsible for making sure the content they put out there can be interpreted in mostly reasonable ways by the target audience. There will always be people who insist on being exceptionally unreasonable, but the people who are never happy with anything are few though loud. In general, reasonable people will make reasonable interpretations but should not be expected to perform impressive feats of mental gymnastics to discover the artist’s cryptic intent. We create things to be interpreted by audiences and there is nothing we can do if they just don’t get it except create something else that does a better job of expressing our original intent. In fully interactive media where the author is present, remember that you are responsible for the content you use to shape the world. In the wrong hands, tabletop games can be used to create some pretty horrific situations for the people trying to play. Done the right way, the rules and the narrative can change during the course of play to facilitate additional play. That is why I find the tabletop RPG to be interesting enough to play, run, and write about. It’s the only kind of game I know where the author is present.

A Modest Proposal

This week I will be taking a break from writing about video or tabletop games due to something big that happened in my personal life. On Wednesday I asked someone special a very special question. I went to the coffee shop where we first met three years ago, secured the table we sat at, and when my partner arrived I proposed marriage.  Today I will be talking about the silly games that were played leading up to this fateful event — not personal drama, but the things that our culture and society have built up around the tradition of the marriage proposal.

Ring shopping was an exercise in reminding me why financial literacy and thinking critically about non-recreational games is so incredibly important: because without it, I might have been to play by an insane set of rules. Three months’ salary? One month’s salary? Nope. Such rules are hokum invented by the people who want to relieve you of as much of your salary as possible. “There will always be the question of who has the bigger ring, with girls comparing and boys not wanting to be outdone.” Count me out. That is a game I refuse to play.

I knew going in ahead of time that my budget was much lower than what might otherwise be expected, and that salespeople would try and upsell me because it is their job, but I was surprised at how viscerally I felt when that happened. It is frightening to think that I would ever have considered monthly payments. I don’t think I was ever the type who would go have overboard on a massive rock, but I have only recently become the sort of person who must restrain himself from projectile vomiting all over the display case when hearing the words “investment” and “financing” come up in this context. It is terrifying to think that I might have signed up for something like this if I was in this market even just three years ago. Like war, there are some games best won by refusing to play. This is one of them. I think more people ought to speak honestly and openly about how terrible this show-off contest is, and hopefully it will come to be seen as antiquated as a dowry. I happily made a purchase of something shiny and beautiful to imbue with sentimental meaning, but neither I nor my fiancée are competing with anyone in the process.

Dans le love game

And so I managed to obtained a ring to rule them all without getting sucked into trying to prove anything to anyone. Now let’s talk about venue for the proposal: I’m not out to judge other people, but what works for some people would be abhorrent to my sensibilities. I realize that once you get to the point of asking this question you should know that the answer is going to be “yes” unless there are some serious communications problems going on. However, it’s not a question if there is only one answer.

There was no way I was going to put her on the spot in front of a stadium full of people or anything like that. I would not have gone in with the expectation she would say no, but I would consider it a simple matter of respect not to ask the question in a way that “oh, um, can we take a little more time on this?” would have caused extreme public embarrassment. “Yes” is the only answer when you are put on the spot like that, which is why I was so appalled when I heard what happened to He Zi on Sunday. I am sure Qin Kai meant well, and they both looked extremely happy about it, but this is truly the antithesis of what my modest proposal was meant to be. Rather than labouring to produce a moment, or capitalizing on someone else’s moment, why not allow the moment to stand on its own? I can’t imagine looking back on that moment at our favourite café and wishing I had done it in a way that proved I was more clever and powerful than every other man alive at the timeParticipation in that sort of contest ultimately endorses the finite view of sexuality where the winner’s prize is not just won by defeating the opponent but where the prize is a defeated opponent (Finite and Infinite Games, p. 79). Although I may relish the titles of fiancé or husband, obtaining a title is not the endgame. It’s not about winning her hand in marriage. I do choose to make certain traditions part of my story, but I seek to make the story about chasing a horizon rather than crossing a finish line.

I also don’t understand why some people think they have to deliver an award-winning speech when keeping it simple will do. If you are successful, you will have the rest of your life to weave flowery purple prose in honour of your partner. If not, well, then you won’t have written a speech for naught. Either way, in the heat of one of the most emotionally stressful moments in your life, why not just get it out? An infinite view of sexuality is not serious but joyous, and revels in open and honest self-discovery (Finite and Infinite Games, p. 84). There is therefore no reason to get it perfect in the moment, and every reason to be more dramatic than theatrical. I was far less nervous about the whole thing precisely because I had no lines to flub. There was no success or failure to be had, only a simple question that would define how we proceed with the stories of our lives.

I refused to play silly games according to rules that would have seen me make a much bigger, more expensive production over something that was simple and every bit as meaningful. Declining to compete with others in a crass display of wealth consumption is allowing me to focus on what’s really important. All in all, I think we decisively won this round in the game of love. I’ll be back to writing about storytelling and rolling dice next week.

Going on the Depression Quest

Interactive fiction strikes me as a combination of the internet and the choose-your-own-adventure novels that many people my age borrowed from their elementary school libraries. They aren’t games in a pure sense, but share some characteristics with games. That brings me to one work in particular from 2014 called Depression Quest. In case you aren’t already painfully aware, this is the game around which the shitstorm known as Gamergate originally formed. But this post isn’t about that. It’s about the game, if we can call it that. Interactive fiction is somewhere in between the linear story and the plot-heavy game. And this interactive fiction game might just hit you very close to home.

I have to admit, for being as interested as I am in the possibility of games being used for social good (or social evil), I have remained shamefully ignorant about Depression Quest. I knew the gist of it, and followed the Gamergate fallout in the news, but I didn’t play Depression Quest until a few days ago. The game is fairly simple: a grainy polaroid sits at the top of the screen, a closeup of some object relevant to the current scene which is described by the text below. Sometimes the only option is to click “next” to continue, while other choices are presented at some points. Right away, you notice that the best choices are dangled in front of you but are then crossed out in red, like this:

depressionquest1

It’s, well, depressing if you pardon my word choice. I kept trying to choose the best of the blue choices, but found myself wandering into progressively more dreary situations. It quickly becomes apparent from the changes in the status fields, the top one in particular, that reaching out to people and asking for help is the way to go. If there is one thing that Depression Quest is not, it’s being subtle in making its point.

I made many of the "right" choices, and it tells me I am doing better, though I clearly have not won the game yet.
I made many of the “right” choices, and it tells me I am doing better, though I am clearly not out of the woods yet.

And then, suddenly, it was over – as much as Depression Quest can be be over. It leaves the reader/player with a message thanking them for playing and reminding them that life is just about moving forward and provides helpful links to mental health resources. Neat. Now, being a person who likes games, I would be remiss not to try at least one other path if I know there is more than one ending. I went back to the beginning and started a new run where instead of choosing things I either know are the right thing to do or are the thing I would do/have done in the given situation, to go ahead and choose the ultimate path of self-destruction.

depressionquest3
The increasing/decreasing static is a neat visual effect.

Yikes. I made some bad choices, refused to open up, and more and more of the choices I made last time came up crossed out. As I keep going down this path, several times I am given only the “bad” option and other times what looked like it might be a path back up to the light but sometimes it’s already too late to change some future events. Keeping on the dark path leads to a bleaker conclusion, though no more decisive than what seemed like the “good” ending.

Have I missed the point of the game? Perhaps the author wanted the audience to focus on relating to the emotional content more than trying to achieve objectives with their actions. While I can’t deny that this game is disturbingly relatable, at times seeming like it was spying on my own life, I can’t just look at it as a piece of literature I can relate to. If my actions didn’t matter then I would not feel like I needed to be offered the choices in the first place. But the player’s choices in Depression Quest do matter within the context of the game: it’s not just your well-being at stake. Your parents, your brother, and your girlfriend are all affected by your actions. If you choose wisely, they become happier people. If you choose poorly, they suffer. The difference between those two outcomes is up to you. If that’s not making a point about our real life choices about how we deal with depression, I don’t know what is.

Where does this fit into the big picture? Games, or game-like interactive stories, can illustrate important messages in different ways than linear stories or personal interactions. That is not always necessary, but sometimes it can be helpful. That’s why I think we, people who love games, have a responsibility to push back against the misconception that games are for simple amusement and wasting time. We also have to stand up to the toxic elements of gaming culture who want to reduce gaming to finite contests that exist only to stroke their egos. I don’t  always hate power fantasies that give the player the ability to shoot things, blow things up, or wage wars from above. I couldn’t play Civilization if I didn’t enjoy a good power fantasy. Rather, I hate the idea that games, video games in particular, are thought to be limited to that sort of thing when games like Depression Quest also exist to make people think.

So, if playing this game can teach us anything, it’s that sometimes you have to reach out and call for help. If you need it, go to therapy. If you need them, take your meds. And, unless you’re allergic, don’t say no to a kitten. I’m glad I didn’t.

Alignments and Absolutes

If you’re into Dungeons and Dragons and are a general pop culture geek (at least in Anglo-America) then you’ve probably had the conversation where you take various characters from your favourite movies and TV shows and try to classify them according to the nine character alignments. While it may not be a true infinite game, debating which character is which alignment can certainly fill an infinite amount of time. It can, however, be fun when taken in reasonable doses. Naming a character’s alignment helps us establish some common ground when imagining how the character would react if put into a new/different situation. It’s not just a matter of whether you are looking at a “good guy” or a “bad guy” but also of how the character is good or evil and why they make the choices they make.

If you read this blog or see me in person on a regular basis then you’ve probably heard me talk about Undertale a lot. This week I had these two conversations converge on each other: my partner asked me where I would place the characters in Undertale on the D&D alignment scale. This was actually quite difficult, since Undertale’s morality just doesn’t work like that. It employs an absolute morality in contrast to the relative morality described by the nine alignments. In plain language: D&D doesn’t care what you do, it cares why you do it. In Undertale your intentions are completely irrelevant. It does not matter why you killed a monster, it only matters that you killed a monster.

Advice from sans
The advice you get from Sans if you grind for EXP

So, why does this distinction matter so much to the discussion of alignment? Because although moral absolutism is rarely practical advice for our own lives, it is still very useful in making a point. In Undertale’s case, it was a point about violence in roleplaying games. In explaining to my partner how Undertale morality is different, I gave her an example of a D&D scenario that is for “good guys” and conforms to the relative morality of the nine alignments but is actually terrible. Think of an old school dungeon crawl where your lawful good paladins and clerics are delving into some old ruins to liberate the long-abandoned temple from the orc henchmen who are their to guard it for the big bad guy. The orcs can speak “common” (read: English), but why would you want to speak to orcs? They are inherently evil and that means they will incessantly come back to kill you and ruin your quest unless you righteously smite them. Of course, if your rogue has motivations related more to treasure than to righteous smiting, she may be of a different alignment but share the same goal of killing the orcs. Your paladin, though, remains lawful good if it is legal to slaughter orcs and he is doing it for the benefit of his people and his faith rather than his own selfish interests.

Going in and killing every last sentient being in your way, in real life we call that genocide. In Undertale it’s called a genocide run or the genocide route. In other roleplaying games, it’s called grinding. Your choice to kill every monster (and the DM’s choice for them to be willing to fight to the death) can be good relative to the morals established in that game world while being uninspired at best to our critical eyes. If your DM is awesome there will be other ways to solve problems in addition to hacking monsters to death, but it is still presumed that combat is still on the table as a valid option. In Undertale’s absolute morality it doesn’t matter how necessary you feel it is to kill in self-defence. You kill, you’re bad, end of debate. It works to make the point that the way we approach role-playing games is often pretty messed up, but no matter how much I adore what Toby Fox created I have to admit that it’s very heavy-handed. Perhaps it needed to be in order to be what it is, but that doesn’t mean it will always work. In particular, I think an open-ended tabletop game would suffer greatly if as the DM I was so hard on players for fighting. I find that tabletop RPG players typically don’t want a simulation (sorry, your paladin has trench foot from too many nights camping in cool damp dungeons) but want enough verisimilitude to make the fantastical story seem sufficiently believable.

Thinking further about how to rate the alignments of Undertale characters, I have come up with four absolute morality alignments that can be used in a comparable way to D&D alignments. These are named mostly according to the options for the protagonist’s choices, but I have inferred from dialogue which monsters are actually trying to kill you and which ones merely block progress of the story unless you can win the fight (either by fighting or by figuring out how else to win). Of course this all revolves around violence because unlike in other games where morality and choices matter, there are no opportunities to lie, cheat, or steal. The protagonist always follows the rules, even if it involves following the rules for killing everything in the world. The absolute moral alignments are as follows:

  1. True Pacifist: will not kill anything. Killing is wrong. It doesn’t matter why you did it, the fact you did it means you are a bad person.
  2. Neutral Pacifist: avoids killing at almost all cost, but has a breaking point after which they feel it finally becomes necessary to kill in order to stop an atrocity in progress.
  3. Neutral Killer: still heavily frowns upon killing, but is absolutely willing to do so if they feel it is necessary. May have killed between one and six times before the game started.
  4. Genocider: in this world, it’s kill or be killed. In order for mercy to be successful on genociders you must somehow break their will. You can’t just refuse to fight them.

So, for what it’s worth, this is what I came up with for Undertale characters and their alignments, relative and abslolute:

Character D&D Alignment (relative) Undertale Alignment (absolute)
sans Neutral Good Neutral Pacifist
PAPYRUS Chaotic Neutral True Pacifist
Napstablook Lawful Good True Pacifist
Undyne Lawful Neutral Neutral Killer (I think any normal person on their first time through
Mettaton Lawful Evil Genocider (at least in his initial form, perhaps I might consider Mettaton EX to be more neutral)
Alphys True Neutral (this was the hardest because she is kind of all over the place, but in the end does strike a balance of all things) Neutral Pacifist
Muffet Lawful Evil Neutral Killer (leans towards Genocider, but will admonish you for killing spiders)
Toriel Lawful Good True Pacifist
Asgore Lawful Neutral Neutral Killer
Flowey Chaotic Evil Genocider
Chara Neutral Evil Genocider
Frisk/protagonist Lawful anything (good/neutral/evil based on the route chosen) Player's choice
Temmie Temful Neutral True Temmie

As I reflect on my own alignment I contemplate the balancing act of law vs. rebellion and of benevolence vs. self-interest, and it fills me with determination.