Shut up and carry on

I saw Metric last night, by which I mean just now, and I want to get some thoughts down while I’m still, you know, on fire.

I was mainly looking forward to “The Shade,” and it turned out to be way beyond anything I could have imagined. I mean, they played it straight, but for whatever reason the impact of it was totally unreal. I was seriously tensing up like my life was on the line. Emily Haines had a bit about how the “I want it all” part means the thing it clearly means and not the stupid thing that you’d have to be an idiot to think it means, which was obviously unnecessary, but that straightforwardness is part of why Metric is important. The fact that they’re all electronic-y now isn’t any kind of angle or maneuver, it’s just how they’re writing songs at this particular point in time. They did “Cascades,” for example, which is currently their most robotronic song, and they kind of played it up visually, but it wasn’t a “departure” in any way. This whole theme was established right away when they opened with “I.O.U.,” the first track off of their first (released) album. This wasn’t a throwback; they had the usual amount of weighting towards new stuff, though Haines threw in some a capella bits from “Hustle Rose” and “Combat Baby,” seemingly just for the hell of it. The point is that Metric has been fighting the same war all along. They’re one of the few bands around that feels definitively not lost, like there actually is a good future out there and they know what direction it’s in.

They did a group sing-along version of “Dreams So Real,” which actually worked. I mean, this is L.A., so at best half the people anywhere are going to be a bunch of blasé tourist assholes, but people were singing and I felt the ley lines of connection that really do exist beneath the filth-strewn surface of this garbage planet. And that’s the point: it’s a given right now that probably like 75% of the world is just dead gray nihilistic nonsense, so given that, what are you going to do about it? “Who wants to celebrate and who’s just fine to sit and wait?” Maybe this sounds easy, but it’s actually a problem for me. I’m a negative person, and while I consider my stance to be both valid and justified, that isn’t enough. If I actually hate banality more than I love the truth, then I’m a literal nihilist. I can’t allow that to be the case.

The big surprise was that they didn’t do “Stadium Love,” which is one of their big mission statement songs (they also gave up “Dead Disco,” so let it not be said that they aren’t moving forward). This is normally an extremely effective song; it’s powerful enough to completely destroy even a moderately large venue. But it was clear that the reason they didn’t do it was because they didn’t need to: that message was implicit in everything else they did. They’ve got an unbelievable range; they can build up the drama on “Artificial Nocturne,” tear it apart with “Too Bad, So Sad,” hold the tension in “Twilight Galaxy,” and bring it home with the now-traditional “campfire” version of “Gimme Sympathy.” They closed with “Breathing Underwater,” which was, as Haines pointed out, bittersweet, and as a result ultimately didn’t allow for cheap catharsis. Last time I saw them, on the tour for Synthetica, Haines said at the end of the show that she felt like the cowboy from The Big Lebowski. It’s certainly true right now that Metric abides, but given the current situation, it’s not really okay for us to merely take comfort in that fact. That’s why they’re giving it everything, and why they want us to feel the same.

Filled with determination

If you follow these things, you may be aware that Undertale has some kind of big spooky skeleton secret hidden in it that nobody’s figured out yet. There was a recent update which appeared to be a trivial bugfix but which apparently contained a new hint to the mystery, and now everybody’s trying to figure out what it means, blah blah blah. This isn’t actually interesting. Whatever “theories” people come up with about this don’t amount to anything, because they’re guesses concerning what is probably about a tenth of a plot point in an already shallow story. I’ve got a better theory: Undertale is a honeytrap for nerds.

undertale_screen

When I wrote about Undertale before, I mentioned that one of the great things about it is that, once you’re done with it, it encourages you to stop playing. This isn’t just cute, it’s important, because of circumstances. See, if you’re writing a book and you want to make it a page longer, you have to actually write another page. In a video game you don’t have to do that. You can make the game longer by just being like “go collect 5 platypus tails” and then the player has to go do that, even though you haven’t actually added anything to the gameplay (this is pretty much what’s going on whenever the words “procedurally generated” make an appearance). This possibility is a bad thing. The way books and also every other medium except games work is metaphysically superior: in order to occupy more of the audience’s time, you have to actually put something in that is at least potentially worth that time.

For this and other reasons, video games are generally not designed with the understanding that the player should get something out of them; on the contrary, they are largely concerned with occupying time. Undertale is not like this: it wastes a little bit of time on wandering around and solving dumb puzzles, but for the most part the stuff you do in the game is actually relevant to what the game is trying to be about. Of course, it’s far from alone in this regard, but it’s still a significant countermeasure against a very pervasive and very bad trend. As I explained in the other post, I don’t really feel that Undertale has all that much to offer, but it is designed such a way that what it does have to offer is presented to the player in a straightforward and non-time-wasting manner. All well and good.

What I didn’t mention before was the contradiction embedded in the present topic: Undertale also contains a bunch of goofy hidden easter egg nonsense with vaguely-implied quasi-significance to the plot. The details aren’t super important here, but basically Undertale keeps track of pretty much everything you do and makes certain subtle changes throughout the game in response. The funniest example is that, early in the game, you have the opportunity to both hit on a character and to refer to her as “Mom,” and if you do both she’ll call you out on it later. So mostly it’s just jokes like this in the dialogue, but there’s also apparently some sort of secret counter that causes certain NPCs and messages to show up, or something, I don’t really care. The point is that finding this stuff requires a huge amount of behind-the-scenes-ery and determined investigation into things that don’t appear to matter at all, and the implicit message that this is worth your time directly contradicts the explicit message that, once you’re done with the game, you should be done with it. But this is only the case if the same people are receiving both messages.

I played through Undertale twice in order to get the good ending, which I had to do because I fucked up the first time by not realizing you can avoid killing the first boss. This was clearly intended; the beginning of the game is actually very well-designed in this sense. You’re given the tools you need to resolve the encounter peacefully, but you don’t necessarily know how to use them yet, and the dialogue surrounding the encounter strongly implies that there’s no good way to handle it. As such, the most likely player behavior is that you’ll kill the boss while feeling uneasy about it, and thusly be resolved to get it right the next time around once you know for sure that it’s possible.

The reason this is important is that playing through Undertale a second time is super fucking boring. As previously explained, the game’s mechanics are as shallow as possible, and this is where it really hurts: the game’s only draw is its novelty. This is in addition to the fact that there’s just a stupid amount of dialogue that you have to page through on every screen. Thus, a second playthrough ends up having two effects. First, you’ll notice that some dialogue is slightly different based on some seemingly trivial choices you can make. This demonstrates that there’s a lot of very subtly hidden stuff in the game, but the fact that the game is still completely linear makes it clear that none of it actually affects anything. The second is that, by the time you finish, you’ll be super fucking sick of the game, so when it tells you that you’re done and you can stop playing, you’ll be more than happy to take it at its word.

Unless, that is, you’re the type of person who imbues trivial differences and vague hints with an undeserved level of significance, who determinedly mines for “content” and “completion” regardless of whether you’re actually getting anything out of it, who goes on message boards to look up instructions on how to do everything to avoid the unsettling feeling of having your own experience. In other words, if you’re a nerd.

Related to the problem of being able to artificially extend the play time of video games is the problem that you can hide things in them. In a book, for example, you can hide meaning in various ways, but you can’t hide the actual text. You can’t “lock” a chapter such that it can only be read if you flip through pages 26-45 in 55 seconds and then read page 12 backwards. In video games, you can do exactly this, and again, this is a bad thing: it prevents players from accessing what’s actually in the game. This has always bothered me: after going to the effort to put something in your game that you think is worthwhile, why would you then go and conceal it such that 99% of your audience will never have any idea it exists?

The only possible answer is that you think the search itself is significant. This could potentially be the case, but consider the type of thing we’re actually talking about here: the way you find secrets in games is generally not by experimenting with the mechanics but by obsessively poking every last thing until you find something. This is not really behavior to be encouraged. Undertale takes this problem well over the top, as the secret in question here is completely invisible in normal gameplay. You apparently have to edit the game files or something, which is about as close to a true waste of time as it gets.

If, however, we assume that the aforementioned contradiction is intentional, then this becomes the point. By keeping its secret bullshit partitioned away from the meat of the game, Undertale only wastes the time of those who are determined to have their time wasted. It’s no coincidence that the “secret” plot involves time travel and super science, while the real plot is about relationships, becoming a better person, and accepting reality. This same dynamic applies to the game’s violent route. As I originally complained, the game provides exactly zero motivation to go down the path of violence, which defangs it as a choice. But again, this becomes the point: because it’s so obviously evil, there’s no reason to go through with it other than “just to do it,” to make sure you’ve “completed” everything, to be the kind of nerd who values making numbers go up over morality. The game also has a hidden “hard mode” which turns out to be fake; it ends abruptly with the suggestion that you should find something better to do with your time, making the point that you’re not supposed to be doing this. In summary, Undertale gives each player what they deserve. The judgment you bring to the game becomes the way it judges you; the measure you mete is measured to you again.

undertale_better

Given the current situation, this particular bifurcation takes aim a crucial point. You may have heard that games are undergoing a bit of a “culture war” at the moment, and by “a bit” I mean it’s basically the saddest possible thing. There’s actually a question as to whether games ought to be things that are meaningful to people or piles of numbers and equations for nerds to masturbate over. Undertale responds to this sordid dilemma with a double move: the people who go into it looking for a significant experience don’t have their time wasted, while the babies looking for pointless trivia to obsess over get their bottles. (Again, the problem with this is that the “good” part of the story is completely facile, making it only a weak affirmation. I stand by my original point that Undertale is more clever than it is smart.)

It’s apparent that Undertale hasn’t quite succeeded here, as its popularity has caused the usual suspects to barf out the tiresome “not a real game” accusation. This is because it’s too simple; specifically, it lacks the tediousness and fake complexity that define a “real game.” The reason behind this recurring uproar is that nerds need this kind of thing to feel safe: fake engagement that makes them feel like they’re figuring things out and solving problems when they’re actually just pounding levers in a Skinner box and waiting for a random number generator to come up with the correct value. A game that actually tries to engage them on a personal level without hiding behind “complexity” scares them.

There’s an opportunity, then, for a full manifestation of this approach to deliver a long-awaited coup. By using the dark arts of game design to quarantine nerds within their own desired illusion, forward-looking games can drag this dire medium into the light without having to endure the bile of reactionaries. It’s not everything, but it might just be enough to finally fulfill the command of destiny: kill all gamers.

F+

Here’s a modern horror story:

“The teacher takes the girl’s paper and rips it in half. ‘Go to the calm-down chair and sit,’ she orders the girl, her voice rising sharply.

‘There’s nothing that infuriates me more than when you don’t do what’s on your paper,’ she says, as the girl retreats.

. . .

After sending the girl out of the circle and having another child demonstrate how to solve the problem, Ms. Dial again chastises her, saying, ‘You’re confusing everybody.’ She then proclaims herself ‘very upset and very disappointed.'”

Let’s briefly set aside the hilarious irony of an irate adult sending a child to the “calm-down chair,” because this is actually important. It’s not about being “mean,” or the teacher “losing control,” or whether the kids are being “terrorized” or need to “toughen up.” It’s about ideology.

That’s why this person is an idiot:

“Some parents had another view. Clayton Harding, whose son, currently in fourth grade, had Ms. Dial as a soccer coach, said: ‘Was that one teacher over the line for 60 seconds? Yeah. Do I want that teacher removed? Not at all. Not because of that. Now if you tell me that happens every single day, that’s a different thing. But no one is telling me that, and everyone is telling me about all the amazing things that she does all the other days.'”

One of the more dangerous things about the internet is that it creates the illusion that “data” just pops up out of nowhere instead of having specific contingent physical sources (also “data” is a conceptual category and not actually a type of physical thing, but that’s another story). In this case, obviously, the assistant teacher would not have been recording this incident unless they already knew that something was up, i.e. this type of thing had in fact been happening on a regular basis.

More than that, though, the fact that this is how the teacher behaves when she has a “lapse in judgment” means that the rest of the time she’s biting her tongue. What we’re seeing here is what she actually believes: that “underperforming” children deserve to be ostracized and humiliated. And the fact that the school supports her means that’s also what the school believes.

Per standard procedure, the New York Times spends the entire article wringing its hands over a bunch of nonsense, then buries the lede right at the end:

Dr. McDonald, the N.Y.U. professor, who also sits on the board of the Great Oaks Charter School on the Lower East Side, said that the behavior in the video violated an important principle of schooling.

“Because the child’s learning was still a little fragile — as learning always is initially — she made an error,” he said in his email. “Good classrooms (and schools) are places where error is regarded as a necessary byproduct of learning, and an opportunity for growth. But not here. Making an error here is a social offense. It confuses others — as if deliberately.”

Whether this is in fact a “principle of schooling” is precisely the issue. As I’m sure you’re aware, what is euphemistically referred to as “education reform” is in fact a major ideological conflict over this exact point. But even this guy doesn’t have it quite right – he’s still framing things as though a child giving an unexpected response is an “error” that needs to be “corrected,” as though “errors” are “byproducts” of growth rather than the substance of growth themselves.

Naturally, since we’re talking ideology here, this confusion is not limited to schooling. Labelling something as an “error” is a pretty obvious value judgment. What we’re actually talking about is what it means for something to be “correct” in general; what, in a practical sense, is the right thing. In the past, we had the idea that “might makes right,” that those who happened to be victorious were by that fact necessarily of superior ability or favored by god or whatever. Despite the phrase now being shorthand for barbarism, this philosophy has one major advantage: the winning party has to actually win. They have to do something to deserve it. Today, we’re enlightened enough that we don’t have to worry about reality anymore. We now live in world where “right makes right,” where what’s right is right by virtue of it being accepted as such and for no other reason, where filling in the bubble labelled “B” on a standardized test is correct if and only if the grading rubric specifies “B” as the correct answer.

Wikipedia, for example. How do you know that the information on Wikipedia is accurate? Well, if it weren’t, someone would have corrected it.

There’s a broad misconception that people only know things that they have been explicitly taught. This is most dramatically demonstrated in the area of language. Children learn their first language (or two) without ever being explicitly taught anything about it. It’s actually not at all clear how it would even be possible to “teach” language to someone who can’t talk; it would be very much like teaching the proverbial blind person to see colors. Yet, as children age, we cling to the idea that they must be educated out of their “errors,” that a language is a big stone tablet of rules against which one checks each utterance for “correctness.” In the saddest case, one reaches adulthood with a disorganized basket stuffed full of “rules” that they then go about waving in the face of anyone who says anything “incorrectly.”

The truth is not that verification implies correctness, but that learning implies error. Language correction is self-contradictory: the fact that you have to tell someone that they said something wrong means that there wasn’t actually anything wrong with it. If there had been, the error would have occurred organically: they would have been misunderstood. It’s clear that this is how we actually learn things about language: we fail to express ourselves, and then we try again.

(Of course, this only applies to people who are paying attention. We’re all familiar with the type of person who talks so much and so inattentively that they end up creating their own unique mishmash of noises and gesticulations, such that they are able to utter on endlessly without ever intersecting reality.)

The point is that things we are explicitly taught account for probably about 1% of our actual knowledge base. What actually happens is that we have experiences and then we try to create a framework under which those experiences make sense. As such, it’s theoretically possible to accelerate the process, to create a sort of hyper-pedagogy in which the student is constantly barraged with miniaturized interactions designed to create a specific understanding. And by “theoretically” I mean video games.

The basic framework for modern video games is the challenge/failure/retry loop. The historical-material basis for this was arcade games. Arcade games were required to eat quarters, which meant each play session had to 1) provide a dopamine jolt, 2) terminate itself (eat the quarter), and 3) provide an incentive for initiating another session (inserting another quarter). The most popular solution to this equation was something called “extra lives.” Your quarter bought you a certain number of lives (usually 3, a psychologically significant number), and then the game started trying to kill you.

The critical moment comes when you fail a challenge and then have the opportunity to try it again. If the game is at all decently designed, you’ll have some idea of what happened and what you want to try to do next time. So in your typical action game like Metal Slug or whatever, the right thing to do is to hit the enemies with your attacks and the wrong thing to do is to get hit by the enemies’ attacks. So you’ll be thinking about how to position yourself and when to attack and so forth, and you’ll want to try again in order to test these ideas out. By hitting you with this sort of scenario over and over again, the game locks you into whatever its idea of a good time is. Materially speaking, in order for the game to be as short and dopamine-intense as possible, the failure loop happens as often as possible. In other words, games are very educational.

And what’s being taught is the thing that every one of these interactions has in common. You’re presented with a given situation with given rules, and there’s a “correct” set of actions to take that will result in the outcome that has been defined by the game as “success.” Executing this set of actions is the right thing to do. Anything else is the wrong thing to do. In certain extreme cases, progressing in a game will require you to do something that is obviously wrong in terms of narrative, such as aiding an enemy or falling into a trap. In such cases, the game implicitly frames doing the wrong thing as the right thing to do.

So the original problem is obviously that games have mostly been about dumb things like avoiding projectiles and jumping on turtles. And this is still largely the case; increased substance in games has been well outstripped by increased flash and pretentiousness. More fundamentally, though, the material situation has changed. Since games have stopped needing to eat quarters, the “failure” part of the loop has atrophied. Now that we pay for games once and play them until “finished,” failure becomes a mere impediment that may as well be done away with. Instead, games now give the player some actions to perform, reward them for doing so, and that’s it.

But “bringing back” failure isn’t a solution. “Failure” on its own isn’t any more significant than “success.” In fact, there’s currently a countertrend in the form of “ultra-hard” games which jam the failure loop into overdrive, and this isn’t any better. Failing the same meaningless challenge 100 times is exactly as pointless as successfully executing the same meaningless task 100 times, in exactly the same way.

What we ought to be looking for are forms of success and failure that are interesting, that cause you to reassess your situation in some way, to question your assumptions, and to gain new insights. Which is what art is supposed to do. It’s deeply sad that people are so zealous in insisting that games “count” as art, yet so blasé about actually getting them to do the things that art is good for.

Of course, not all games are derived from the arcade model. Sim games, for example, tend to lack explicit goals and thereby make room for interesting failures. SimCity allows you to explicitly sic disasters on yourself just to see what happens. Dwarf Fortress is mostly known for players’ stories of the hilarious catastrophes they’ve suffered. And of course there are pure story games, as well as games that are entirely focused on providing aesthetic experiences. But the failure loop is still at the core of how video games are generally conceived, and these exceptions are often ones that prove the rule. For example, story games often have “correct” choices that you need to make in order to get the “true” ending.

On the other hand, I’d be remiss not not mention that, throughout the history of games, players have often ignored what games are supposed to be about and created their own goals and rules of interaction. The most popular example is speedrunning, which usually involves subverting the normal progression of a game and playing it in a way it wasn’t designed for. This provides heartening evidence that structure isn’t everything, that people can find their own truths even in the midst of the labyrinth. Still, the motivation for finding these alternate paths in the first place is often the poverty of the intended experience. The fact that people can make do with garbage is hardly a justification to keep producing more. On the contrary, this sort of player creativity provides us with new vistas to set out for.

(Games that explicitly support speedrunning have entirely missed the mark in this regard: the point is not to incorporate speedrunning as a new task in the same type of game, the point is that there are different types of games to be designed.)

If connecting all of this to the current state of society seems hyperbolic, that’s probably because it is. Video games are barely doing anything right now. We’re lucky that they’re still in their infancy; the problem is that they’re enfants terribles, and they’re going to grow up. And this may in fact happen sooner rather than later.

Going back to our unfortunate charter school students: what are they actually learning? For a few minutes each day, they are presented with some facts or rules or something that they are instructed to internalize. But every second they’re at school, they are being taught a deeper lesson: that the goal of life is to respond to challenges by producing the right answers. What we’re looking at here is the mentality for which “failure is not an option.” This phrase is, first of all, a category error, because failure isn’t something you choose, but more importantly, it represents an extremely dangerous way to think. It assumes that everything’s been figured out, that our society’s assumed goals are not only correct, but worth any sacrifice.

In education, it’s unavoidable that students will say or do things that a lesson planner could never have anticipated. This is a good thing. They’re children, and they’re human. When it comes to games, inconveniences like these can be abstracted away. The player can be given no actions to perform but the “correct” one, and no tools except those needed to do so. One can then be assured that they will do the right thing. Imagining such a system applied to actual humans is obviously horrendous. And yet, those who think that the purpose of education is to train children to answer correctly are advancing precisely this dystopia – the same dystopia enjoyed by millions as their primary form of entertainment. And so it is that, by an astonishing coincidence, the rise of video games has coincided exactly with the rise of neoliberalism.

When Shakespeare said that “all the world’s a stage,” what he was actually saying was obviously “I’ve got plays on the brain 24/7.” All the world’s an anything if you’re obsessed enough with whatever that thing is. We can just as easily conceive of the world as a game: one in which we are constantly presented with tiny tasks governed by rules of interaction. Every time we act, the world reacts; we get feedback; we learn something. But our actions also create the context in which further interactions happen: we’re designers as well as players. Every second of every day, we are creating ideology, and knowing this gives us a small amount of control over the process. If all the world’s a game, it’s badly designed. But we, as the players, still have a choice. We can choose to go for the high score and unlock all the achievements, or we can choose to play a different game of our own design.

Blinky’s revenge

The classic Simpsons episode “Two Cars in Every Garage and Three Eyes on Every Fish” is about a crooked businessman who self-finances a political campaign based entirely on cheap pandering, solely for his own self-aggrandizement. This is somewhat relevant to the current situation.

garbologist

The episode’s framing device is Burns’s team of political hucksters and bagmen, who slowly massage his image through a series of hacky political gestures (it’s not clear whether the laser-like focus on impossibly precise poll numbers that spring up immediately in response to each new plot event is itself intended as satire). His ratings slowly but surely climb with each rote cry for lower taxes, until, inevitably, he’s at exactly fifty percent on the night before the election, and everything hinges on dinner with the Simpsons.

The ending is, first of all, amazing. The “card question” Burns’s team gives to Lisa compares his campaign to a “runaway freight train,” which, in context, is supposed to be a positive image, but it’s actually a veiled criticism. It’s a big, dumb hunk of metal, unstoppable, surging inevitably into oblivion. It is under the control of forces larger than humans; no one can stop it.

Homer, for example, supports Burns for no other reason than that he’ll be fired if he doesn’t. That this is illegal is irrelevant; what matters is the bare fact of it. Marge and Lisa want to stop Burns, but there’s nothing they can actually do. The least they want is to not be complicit in evil, but they can’t do that, either. When Burns’s team descends upon the house, what anyone wants becomes a moot point; structure takes over.

This is illustrated by Bart’s and Lisa’s actions at dinner. Bart doesn’t care about the situation either way. He almost screws things up just by instinctively mouthing off, but it doesn’t matter. One quick brush-off from Burns and the scene rolls along as scripted. Lisa, by contrast, understands what’s happening. She wants to screw things up, but she’s desperately aware that she can’t. She sees the cameras, the suits, the eager reporters attuned to Burns’s carefully scripted reactions, and she realizes that anything she could possibly say would just get turned to Burns’s advantage, that she’s no more capable than Bart of having any effect at all. She resigns herself to the inanity of “the card question” out of sheer hopelessness.

inane

Marge seems to be equally powerless. Whe she objects to the dinner, Homer tries to ameliorate her with classic sexist condescension: the big, important world of politics is for men; women should be content to clean up afterwards. Homer, of course, is being genuinely conciliatory; he has zero understanding of the context of his statements. Yet, in his way, he stumbles upon an important truth: the domestic sphere is a real thing, and relegating it to women gives them control over its power. It’s a specific, contingent type of power, obviously, but it’s something, and Marge takes it.

The episode only offers one line of explanation for Marge’s actions: she reassures Lisa by telling her to “always give your mother the benefit of the doubt.” This is not some nuclear-family bromide; what it means is that there’s no such thing as inevitability. Total control is an illusion that the ruling class projects for its own safety, to cover up the holes. As meticulously as Burns’s people prepared every aspect of the evening, they completely missed the most obvious danger. They assumed, without even thinking about it, that the housewife would do her job and prepare a nice, inoffensive meal.

The entire story of this episode is told in one shot that lasts for about 2 frames. When Marge uncovers the main course, everyone in the room freezes in shock. The script has been unwritten, reality has entered the room, and no one has any idea what to do. Lisa smiles.

benefit_of_the_doubt

But the actual reason that Burns’s campaign fails is ultimately ambiguous. One of the reporters calls in the headline “Burns Can’t Swallow Own Story,” which has two possible interpretations. One is that Burns is a hypocrite, that the significance of the dinner was that it unmasked him as a phony. His spit-up was a “gaffe” that punctured his polished image. In this sense, despite the outcome, incumbent governor Mary Bailey was wrong to rely on the voters’ “intelligence and good judgment.” Neither of these had anything to do with what happened. Burns lived by the sword and he died by the sword. The truth was never part of the equation.

The other interpretation is that it was actually Burns’s story that mattered, the story being that Blinky was not the canary in the coal mine but merely a harmless aberration. This is the story that Burns advances in his first campaign ad – he unwittingly foreshadows Marge’s coup de grace when he describes Blinky as having “a taste that can’t be beat” (it is, of course, impossible for him to know this, as there’s only one Blinky).

Thus, when Marge concedes that she’ll “express herself” through her housekeeping, she’s not kidding. Her dinner surprise is not a stunt; it’s a specific, relevant political argument. The cause of Burns’s downfall is not at all that he is made to look like a fool or a hypocrite, it’s that his environmental recklessness really is dangerous, and he really would be a bad governor for that reason (speaking of which, 2x relevance combo). From this point of view, the truth outs. All of Burns’s high-priced machinations are entirely successful, but they end up being for naught, because the truth is that which kills you regardless of whether or not anyone believes in it.

gaffe


So, the premise of this episode is that American politics is all a big show, an endless procession of photo ops and empty promises with no connection to the question of who’s right for the job. This is certainly the case. One recalls Obama’s 2008 campaign, a towering edifice sure to loom large in the annals of advertising history.

And yet, you can’t build a house on sand. The only reason Obama was able to gain any traction was because people wanted something in the first place, and Obama happened to be poised to exploit that desire. True, much of the antipathy towards Bush II was superficial, based on his sloppy speech and glib demeanor. And much of Obama’s support, even to this day, is based on the fact that he talks good and he seems like a nice guy. But he didn’t pick “hope” and “change” as his slogans for no reason. He picked them because people were actually hopeful, and they actually wanted change.

This time around, things are looking a little different. There’s nobody running a super-slick advertising blitz. On the contrary, the candidates that are getting people excited – on both sides – are the ones who are being completely brazen about their values, and expressing those values through specific, if ridiculous, policy proposals, allowing themselves to look like fools in the process. Furthermore, there have been gaffes-a-plenty from all comers, but pretty much no one cares. Lacking Obama’s elevation of empty rhetoric to an art form, this go-around is illuminating the real values conflict at the heart of the current political situation.

There’s been a lot of talk about “policy specifics” and whether things are “practical,” but none of this actually has anything to do with anything. Consider: The Wall. When people try to argue against The Wall, they’ll point out that you can’t actually build a wall along the whole border, or that it won’t stop immigration anyway, or that immigration doesn’t actually took our jerbs. None of this fucking matters! The Wall is a symbol. It means “keep those brown people the hell out of my country.” It is for this reason alone that immigration is currently a hot-button issue among Republicans. Are there really any mushheads fickle enough to have wondered whether or not deporting all the Mexicans was a good idea, and then changed their minds based on the evidence? I submit that there are no such people. People know which side they’re on, it’s just that they rarely get the chance to express it.

Look, I’m not exactly sanguine about living in a country where half the population holds violent racism among their core values. But given that this is the case, I’d rather know about it. After all, it’s the same situation on the other side. Until just now, everyone thought that any invocation of “socialism” was a death sentence in American politics, that everything had to be argued in terms of efficiency and progress instead of common welfare. As it turns out, this is not the case; it turns out that a lot of people will not only accept such arguments but are thrilled to be able to support a candidate who represents these kinds of values. The truth is strong.

In other words, the idea that we can fix things by getting rid of the spectacle and focusing on the “real issues” is entirely misguided. The real issues are contained within the spectacle, and they’re what people are actually responding to. Bamboozlement is not the problem. This is why there’s nothing more tiresome than the constant condescending cavalcade of “experts” offering “explainers” to help people make “informed” decisions. People are making values-based decisions; offering them facts misses the point.

The whole “disruption” thing is obviously bullshit, but if there was ever an industry that deserved to get the hell disrupted out of it by technology, it’s punditry. The entire job of pundits is to create a fantasy realm where politics is all about strategy and tactics and has nothing to do with actual values. And because those values determine what kind of society we’re going to live in, not to mention who is actually going to get to stay alive in it, pundits are very close to being the worst people in the world. The fact that the internet is allowing people to engage in politics on their own terms is very close to being a real coup.

But the rise of the internet is full of (apparent) paradoxes, and one of them is that the internet is simultaneously stripping away the old veneer of pre-produced talking-head artificiality and creating a new layer of mediation, something different from what we’ve seen before. Twitter, for example, seems spontaneous and authentic, but it’s actually a highly artificial form of communication, the existence of which motivates people to say things they wouldn’t otherwise, in a manner they wouldn’t otherwise adopt. This isn’t about being “real” or “fake”; the situation is not contradictory. Everything is mediated, and every layer of mediation includes aspects that obscure the truth and aspects that reveal it.

Furthermore, the truth is much, much simpler than the professional unexplainers make it out to be. People know what they want, and if you offer it to them, they’ll take it. Some people find this scary. I find it to be the only thing that’s actually heartening.

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Stay woke

Waking Mars is, well, basically what it says. It’s inventive and original in a way that’s actually fairly heartening. The problem is that it fails to live up to the most significant sense of its title.

Quick political rant: the current Mars exploration fad is a bunch of horseshit. The sheer scale of the endeavor is being vastly underplayed; we’re not getting to Mars, and there wouldn’t be anything to fucking do there if we did. The only people saying otherwise are a) actual hoaxers and b) rich fucks fantasizing about abandoning their responsibility towards the planet they’ve destroyed and ascending to techno-heaven. Whereas all of us without tickets to Magical Space Paradise are going to have to live and die here, regardless.

There’s a reason this is a hot topic, though: we’re starved for glory. Getting to Mars is a goal we can look to for proof that humanity is still capable of greatness. The problem is that the current, greatness-less situation is justified. Our past “greatness” was built on a mountain of corpses, and those ghosts are coming back to haunt us. The kind of greatness we need now is not the kind that involves monuments and Manhattan Projects, it’s the kind that involves responsibility and small, quiet triumphs.

Which should be where Waking Mars comes in, because this isn’t actually a game about Mars exploration. It’s a game about managing an ecosystem.

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The idea is that you’re the first person on Mars, and as you explore the caves you encounter these weird alien plantanimalthings, and you need to grow and reproduce them in order to open up each new area. There are multiple different organisms with different attributes and different reproductive strategies, and you have to “research” them yourself in order to find out how each one works.

This aspect of investigation and discovery is what the game really has going for it. You start with no information other than “you’re exploring Mars,” and the situation gradually reveals itself to you as you do so. Rather than being given a set of puzzles with well-defined rules, the majority of the gameplay is figuring out the rules yourself. Furthermore, the explicit objective you’re given is to find your way back to base camp, but this is not the goal of the game. You actually have to ignore this objective entirely and search around in order to find out what’s really going on and what there actually is for you to do on Mars (obvious spoiler alert: it’s aliens).

The combination of exploring the caves and encountering and investigating each new life form gives the game a real sense of vibrancy that’s sadly uncommon. You genuinely don’t know what’s going to happen next, not in the banal “shocking twist” sense but in the simple everyday sense of encountering the unknown. The actual gameplay mostly involves figuring out how the different types of plants work together, which heightens the effect. For example, one plant type will start to produce seeds when you water it, which can then be fed to a different type of creature to get it to reproduce, and that creature can then be eaten by a third type of plant, which will then produce seeds of its own.

The problem is that that sentence I just wrote is about as far as it goes. Once you’ve discovered how everything works, you find that there’s very little going on other than spawning as many plants as possible. As a result, the game relies on a major crutch: each plant has an associated “biomass” value, and the goal of each area is nothing more than getting the total biomass above a given threshold. There are no unusual conditions to deal with or specific behaviors that you have to trigger, you just have to stock up on seeds and get them plants in the ground.

Defining each challenge as a mere number kills much of the potential gameplay. For example, one type of plant produces water seeds, which can be used to hydrate other plant types. But the water plants themselves provide the smallest amount of biomass, so there’s no reason to ever actually plant them. When you need water seeds you can just go get them from one of the existing plants. This is precisely the problem with framing your game in terms of which number is bigger than the other number: there’s no dynamism. The only worthwhile option is the one with the biggest number attached to it, which means it’s not really an option at all.

This is boring, but the real problem is that it kills the theme. The game is supposedly about ecosystems, but there’s no sense of balance. For example, you can spawn as many of those seed-eating creatures as you want by just continually feeding them seeds, so in some areas the “solution” is to just spawn as many of this one type of creature as possible, which is the exact opposite of how ecosystems work. Early in the game, the player character expresses concern that recklessly growing as many plants as possible could have an adverse impact on the ecosystem. Turns out that doesn’t matter; apparently care is for suckers and ecosystems are just about making bio-numbers as big as possible. What should be an exploration of give and take is instead an exercise in making numbers go up.

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The game’s overall framework also has a coherence problem. Each area is supposed to be self-contained, the conceit being that the plants seal themselves off for self-protection until the surrounding areas have rejuvenated sufficiently. But the way you progress is by collecting seeds from one area and taking them to another area. Managing the reproduction of each plant type is supposed to be part of the gameplay, but you never have to actually worry about this. If you run out of seeds you can just go get them from somewhere else.

The problem is that there are two different types of gameplay being represented here: resource management and puzzle solving. You can’t just hybridize these by mashing them together, because they directly contradict each other.

Part of what defines a puzzle is its resource constraints. If you think of puzzle games like Lemmings or The Incredible Machine, each level in these games gives you a certain number of each potentially available tool, and the challenge is figuring out how to achieve the goal given what you’ve got. If you always had access to everything, there would be no point: you could just do whatever you felt like every time. On the other hand, if you don’t have enough resources, the puzzle is unsolvable. Good design means giving the player enough resources to solve the puzzle without a major headache, but few enough that they actually have to come up with something meaningful.

Waking Mars falls into both traps. If there’s a specific type of seed you need for a certain area, and you don’t have it, your only option is to backtrack and wander around until you find one. In other areas, being well-stocked with seeds trivializes the challenge. You don’t have to think about what you’re doing when you can just throw down as many high-value plants as possible in order to get over the threshold.

In a resource management game like Civilization, on the other hand, you have to take a big-picture view. You know what your current “income” is, what the costs of your various options are, and where your future resources can potentially come from. You can then make long-term decisions based on what you know, while trying to account for what you don’t know.

Waking Mars fails to deliver on this front as well. Since you can always get whatever seeds you need, your resources aren’t actually limited, so there’s nothing to decide. This makes the whole reproductive aspect of the gameplay fall flat. There’s supposed to be a give and take involved in reproducing each plant; for example, some plants have to eat other plants. But because everything is actually unlimited, managing this never actually becomes a decision, it’s always just a task. As it is, Waking Mars gets the worst of both worlds: both the boringness of having to manually collect resources and the blandness of not having any real constraints to deal with.

And this is why these two types of gameplay don’t work together. A puzzle has to be locked down; the ability to bring in outside resources destroys it. Whereas the presence of puzzles in a resource management game is pointless friction that gets in the way of the actual gameplay (imagine trying to play Civilization if you had to solve a puzzle every turn to get your towns to harvest their resources). Certainly, it’s possible to combine these genres, in the sense that anything is possible, but design is a real thing and you really do have to know what you’re doing.

The thing is, either of these approaches by itself would have been thematically significant. Focusing on resource management would have added to the sense that you’re struggling to restore life to a dying planet, while focusing on the puzzles would have emphasized the relationships between the different plants and the complexity of the ecosystem. The game should have picked a gun and stuck to it. Instead, it tries to walk in two directions are once, and ends up stumbling over its own feet.

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In the end, the key that really locks away the game’s potential experience is manual interaction. Pretty much everything in the game requires you to be there poking at it for it to actually work. You have to pick up all the seeds and carry them around yourself. Reproducing plants requires you to sit there and collect the seeds before they roll down into a lava pit or something. One type of creature won’t move unless you chase it, which means it won’t feed itself and its predators will never be able to eat it unless you’re there to bottle-feed them.

Since the setup is that you’re on a mostly-dead planet and it needs some intervention to get going again, it’s appropriate for the game to start by requiring you to jury-rig everything. But if we’re talking about reviving an ecosystem, the goal should obviously be to set things up so that they start working on their own. And this just doesn’t happen. The most blatant example is the water plants again. Clearly, the idea is that these plants have a function in the ecosystem: they hydrate the other plants. So it would make sense if you could arrange the plants such that each water plant can reach as many other plants as possible.

But you can’t really do this; the water plants basically just squirt about randomly, and they may occasionally hit another plant, but the possibility of precision just isn’t there. Furthermore, since you can carry the water seeds around and use them yourself, there’s no reason to even care about this (this is exacerbated by the aforementioned fact that you never actually want to plant the water plants. Design is a system; the parts affect each other). It would make a lot more sense if you just couldn’t use the water seeds to hydrate other plants yourself. That way, you would actually have to organize the environment in an intelligent way instead of just stocking up and then poking everything.

And again, this is not just about gameplay: the real problem is that this doesn’t work for the theme. Nature is very much not about manual intervention being required for every little task to succeed. It would have been quite provocative for the game to ultimately reveal that it’s bigger than you, that once you’ve restored the planet’s functions, the majesty of nature takes over and leaves you as just another insignificant individual creature.

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If we add all this up, we get to the heart of the matter: Waking Mars thinks it’s a video game. There’s actually a lot of other evidence that makes this even more painfully obvious.

You’ve got a life bar and you can technically “die,” although this will almost never happen and it doesn’t actually do anything regardless, since this isn’t an action game. Despite this, there are a couple of pointless “action sequences” that you have to slog through. There’s even selectable difficulty levels, which aren’t prominent, but still: selectable difficulty levels in general are a sign that you don’t know what you’re doing, and it’s particularly bad when they have nothing to do with what the game is actually about.

You get an achievement for “fully researching” each life form, which is exactly how actual discovery does not work. The essence of discovery is not knowing what’s still out there to find. Crossing items off of a checklist is the opposite of a revelation.

The story is established through tons of bland dialog between two talking heads. This is unnecessary, because, as mentioned, the point of the game is that you’re gradually discovering things for yourself. Pretty much none of the dialogue is at all helpful or interesting (as much as I hate to be snide, the fact that the game credits Wikipedia pretty much tells you everything you need to know about the discourse level, science-wise). Also, a very large amount of the dialogue is from an A.I. with the “joke” that it talks like a poorly coded chatbot, which gets old after about four lines and is also an obvious excuse to avoid having to do any real writing. I will mention that the two human characters in the game are a Chinese man and an African woman, which is nice, except that the former is wooden and pensive while the latter is gabby and emotional. You don’t really get points for diversity when your characters are just flat stereotypes.

Finally, there are “multiple endings” in the usual trivial sense, meaning you can choose between two different cutscenes to view at the end. Oh, you clicked on the right button and got Ending #1? Good job. Here’s your achievement. Now click on the left button so you can get Ending #2. Now you’re done.

Once again, the game had somewhere significant to go here: it could have done its part in correcting the most common misconception about evolution. As no one on the internet is aware, evolution is not a straight line from amoebas to spaceships. It’s convenient to think of things this way, because it means everything just keeps getting better automatically. All we have to do is watch the numbers go up.

But that ain’t how it am. Evolution is about mutual adaption, which means both that different things happen under different conditions and that lots of different things can happen even under the same condition. And since we’ve got a game here that is about restoring an ecosystem based on the interactions between different types of organisms, there should have been different ways for this to happen. There should have been different ways to grow the ecosystems in different areas, resulting in different evolutionary paths which would cause different forms of life to ultimately awaken in each of the endings. Instead, the ending to this game is that you activate an alien artifact and it causes a magical crystal spaceship to shoot up from out of the ground (not exaggerating).

This would have been a significant achievement in gameplay as well. The thing that games are supposed to be good at is modeling rule-based interactions, so evolution is hell of fertile territory to make some games about (in fact, this type of thing was the inspiration for one of the original meaningful games). Games have no right to exist if we can’t create meaning out of a set of rules. Evolution is one of the reasons we know this is possible: we exist because of a specific set of rules that operated under specific conditions. If we can’t make that meaningful, we’re fucked.

And we will continue to be fucked as long as video games continue to rest on their shoddy, decaying laurels. Waking Mars is based on a good idea that could have translated into a truly significant experience. Instead, despite its originality, it degenerates into convention. And while it has its share of design problems, what it ultimately needs is not “better design.” It needs to get woke.