Category: Current Events (page 66 of 91)

Trendy Hate

Bandwagon

It’s always interesting to get different perspectives on things. I follow quite a few people on Twitter, and some of them have viewpoints on entertainment or politics that diverge from mine to various degrees. But even when I disagree with them, I don’t unfollow them. My personal feelings towards their opinion does not invalidate it; they are perfectly allowed to have it.

That said, I’m having trouble understanding when or how it became so “cool” to hate things.

I’m not talking about despicable things like race hatred or slut shaming, here. I’m more referring to the sort of talk you’d hear out of people that goes something like “Well, I used to like X, but then they did Y, and now I hate them and everything they’ve ever done” or “I don’t like X about this particular game/movie/tv show/book so the rest of it sucks.” The wording may change from conversation to conversation, but the sentiment is always the same: I am correct, this is irredeemably horrible, end of discussion. Most people are intelligent and courteous enough that you can engage them in conversation over these things, but more often than not, such discussions still end with, “Yeah, well, I still hate it.”

And that’s fine. I’m not putting this up in an attempt to invalidate anybody’s opinion. The great thing about individuality is having your own opinion of things, and it’s even better when freedom of speech allows you to give that opinion a voice. It’s when you start shouting to make your voice the most influential one in the room that things can get a little dicey. Now, there are times when it may be necessary to shout and even be caustic when something is truly objective, such as “No, going outside is not better than staying inside when a zombie apocalypse is happening”. But since we are, for the most part, discussing art in this particular post, I think it’s safe to say that most of the opinions to be bandied about are subjective.

The real problem with such trendy hate is that it fosters a bandwagon mentality. It encourages or sometimes even pushes people into conforming to a particular point of view. When someone tells you how much they hate something, with a voice full of bitterness and narrowed eyes that brook no dissension, it’s hard not to feel like some form of persecution is taking place. You don’t want to end up on the receiving end of it, so you go along with it. And if said opinion is being put out there by someone with social standing, even if little to know specific bitterness is being conveyed, people will hop on board without prompting in an attempt to either be part of that person’s circle or prove themselves to be more clever and refined by crapping all over what that person says.

Again, not to invalidate anybody’s opinion, but take a moment to think for yourselves, folks.

Case in point? (Yes, here we go again) Bioware.

I stand by my opinion that the ending of Mass Effect 3, as it stands at the time of this writing, is terribly executed and undercuts the entire trilogy of games. I also think Dragon Age 2 was one of the most lackluster RPGs I’ve ever played. But do I think they’ve never gotten it right? Is BioWare incapable of telling a good story? I think the answer to both questions is “no”.

As trendy as it may be for me to say “BioWare’s never ‘stuck the landing’ on a game” or “BioWare is ruining the game artform if they cave to fan demands”, I have no evidence to substantiate either claim. I do, however, have evidence from their previous games that good threads of storytelling exist. The characters in all three Mass Effect games, the overall experience of Dragon Age: Origins, and the nature of the reveal in Star Wars: Knights of the Old Republic spring instantly to mind. Sometimes the combat in their games has hit a logjam or particular story points have seemed missing or never clicked for audiences. This doesn’t mean BioWare hasn’t told a good story, or that they’re incapable of doing it.

Just like getting off the Halo hatred bandwagon, I never hopped onto the one hating on BioWare. I may be in a minority and I might not have the opinion that prevails, but I maintain that BioWare has the potential for better storytelling than we’ve seen recently. I also maintain that this downward trend in their games does not mean everything they’ve ever done is suddenly shit. I’m allowed to think this way and I’m going to choose to continue doing so, no matter how trendy it is to hate.

Rewrite Report: Elves & Dwarves

Bard by BlueInkAlchemist, on Flickr

At time of writing, the rewrite of Citizen in the Wilds stands at 50,230 spanning 17 chapters.

I’m roughly more than halfway done.

In addition to completely reworking the opening so it doesn’t suck, I decided it would behoove me to move some of the folks in the story away from traditional interpretations of fantasy races. In earlier drafts, they were elves and dwarves. It made sense to go with what I knew, but the more I thought about it, the more I realized I was doing myself a disservice in trying to make my world something special but making these races no different than what’s come before.

Acradea is a living, breathing world all its own. Its native races should reflect that. So elves and dwarves became Yusarulim and Vulumae. The Yusarulim, or Children of the Grove, blend in with the foliage and greenery of their home in the forests and jungles, protecting what wildlife and resources they can from human intrusion. Events have left their people a bit scattered, with the biggest enclave being the titular Grove that rests at the heart of what Citizens call the Wilds.

At first, Asherian saw nothing. Then he detected movement, sliding down the vast trunks towards them. The coloration and texture of those approaching was nearly identical to the tree. Others emerged from the bushes and ferns, fronds wrapping around slender limbs that looked so delicate, Asherian feared they’d break with the slightest pressure. Their features and proportions, while vaguely humanoid, unnerved him, from their long digits to their slanted, almond-shaped eyes. The more they moved from the trees and plants, the more they appeared to be clothed in garments bearing motifs of leaves and sky, rather than those elements themselves. Their skin tones complimented these patterns, some with dark skin to match bark while others were the color of a clear summer sky. They were all armed, some with bows or spears, and others with wickedly curved daggers. And they were all staring at Asherian, not saying a word.

The Vulumae, while more numerous than the Yusarulim, are actually more secluded, living as they do far beneath Acradea’s surface in Holds of various description. With magic outlawed and lacking open air in which to travel, they have developed a rail system spanning the planet. Their society is highly regimented and vigilance is constant, as many believe that their proximity to the depths of the world brings them perilously close to what is referred to as ‘the Deep Darkness’.

Where the Yusarulim are slender and graceful, the Vulumae are massive, tending to move with deliberate purpose. They’re not quite as tall as the Children of the Grove, but the Stone-Folk easily have half again as much mass as a human of comparable size. Their skin tones range from soot to marble to obsidian and granite, slowly becoming more and more stiff and immovable as they age. They have large, dark eyes, well-suited for dark caverns and caves, and where humans have hair, they have either ridges of darker color than their skin that somewhat resemble cornrows or braids on a human, or strands or ringlets of what would appear to be spun metal, copper or gold or silver to name a few. They move in battle as one, with towering shields made to lock together and provide space for their spears, becoming mobile fortresses dangerous to approach and fearsome to behold when they charge.

So there they are. I didn’t want to just change the names of the races to sound different. My goal is to have them be functionally different from what we’ve seen before in “fantasy” settings. There’s a lot going on with Acradea and its origins, and these two races are a part of that. It’s my hope that readers will find them interesting and they add to the tapestry I’m weaving in Citizen in the Wilds.

And I managed to avoid spoilers! Not bad for my first rewrite update.

Hiatus

Courtesy the Parable Teller

This is something I’ve been thinking hard about lately. Here’s the situation.

Angry Robot Books and their precocious & spry child company, Strange Chemistry, are opening their doors to authors in late April. I’d love to send them a finished novel, and the work with the best chance, Citizen in the Wilds, is in the middle of a major rewrite. Between work and my other interests it’s been difficult to find the time to give the novel the attention that it needs, and I’ve been making lots of lame excuses to myself.

I’m gonna nip that in the bud right now.

I’m putting IT CAME FROM NETFLIX! on hiatus for the foreseeable future. It’s had a decent run, but it’s a bit time-consuming to put together every week considering how little difference it makes in my overall impact at the moment. And besides, the plan’s always been to become a novelist, and insightful if occasionally cranky podcast movie reviews may be fun but they really don’t contribute to that.

I’ve been brewing something else to do on Fridays, something more in line with my overall goals, but that too will have to wait. What I will probably do between now and April 30th, the day the aforementioned doors close, is keep track of how many words I’ve written/copied from the old draft, how far along I am in the overall plot of the novel, and share inspiration or frustrations I’ve encountered in the course of the rewrite.

This also means that my Cold Iron efforts are somewhat on hold. I’ve gotten great feedback from a couple of my test readers and I’m excited to work on the cover for the novella, but to keep working on that would, again, take time away from Citizen. To make sure I meet my deadline I’ve had to flip those priorities, so I’ll be back to writing about the pursuit of supernatural nastiness Law & Order style sometime in April or May.

Finally, I’m going to have to force myself to not log into my games. Chuck would tell you that writers need to carve their time in bloody chunks out of other parts of the day, and sometimes you need to stick the gore-dripping knife in the well-meaning face of your distractions and say “No.” This is one of those times.

So that’s it. To everyone who’s supported ICFN with your comments, suggestions, and criticisms, thank you. I’m in your debt. I’m glad my work in that particular experiment has entertained and amused, and am especially grateful to those of you who supported me with direct donations. I’ll update the archive page over the weekend so you can always find the old entries, filled with spotty audio, derivative commentary, plenty of would-be intellectual musing, and the occasional cuss-filled rant.

Just be sure to hit the lights on your way out.

The Video Game Singularity

X-Box Kitten

I feel we are rapidly approaching what I’ve chosen to dub “the Video Game Singularity”. It’s the point at which the lines between developers and players of video games blurs to the degree that the storytelling experience these games convey is one truly shared between both camps. We’re on our way with RPGs with user mod tools like Skyrim, massively multiplayer experiences and yes, Choose-Your-Own-Adventure tales like the Mass Effect trilogy. Now, things like marketing departments, stratospheric fanatical expectations, and the limitations of current technology will hinder this advent, but it’s sooner than we think.

The Internet’s instant communication and dissemination of information is accelerating the process as we, as gamers, find and refine our voices. While we’ll never be able to excise every single idiot or douchebag from the community, we can minimize their impact while maximizing what matters: our investment in our entertainment. We are patrons, and video games are the art for which we pay.

Games are unquestionably art. Moreover, they a new form of art all their own, with their own traditions, their own classical periods, their own auteurs, their own mavericks. So I pose the question: why do we judge them as works of art extant in other forms when they clearly do not belong there?

Think about it. A movie critic, with little to no exposure to gaming in general, has no basis by which to judge the merits and flaws of BioShock or Killer7 in comparison to Kane and Lynch. By comparison, many gamers who only see a handful of movies may not recognize the reasons why film aficionados praise Citizen Kane or 2001: A Space Odyssey. The two mediums are completely different, and the biggest difference is in the controller held by the player.

From the moment we put our fingers on buttons, sticks, or mice at the start of a game, we have a measure of control over our experience. A well-designed game lets the player feel like they are truly a part of the world they’re being shown, that their choices will help shape the events to come. In a movie or a book, there’s no interaction between the observer and the observed. We experience the narrative the authors want us to experience regardless of whatever decisions we might have made differently. Video games, on the other hand, invite us to make our choices and experience the consequences for better or for worse.

Since players are a part of the building process for the narrative, it could be argued that they have just as much ownership of the story as the developers do. That isn’t to say they should get a cut of the game’s profits, as not everyone can render the iron sights of a gun or the glowing eyes of a dimensional horror-beast as well as a professional, who has to pay for things like training and food. A game done right, however, makes the player feel like a part of its world, and with that comes a certain feeling of entitlement.

That word’s been bandied about quite a bit lately, and to be honest I don’t think gamer entitlement is entirely a bad thing. The problem arises when gamers act like theirs is the only opinion that matters. Gaming is, at its best, a collaborative storytelling experience. Bad games shoulder players out of their narratives with non-interactive cutscenes or features that ruin immersion. Bad gamers scream their heads off whenever things don’t go exactly the way they expect in a given story. “This sucks and so do you” is not as helpful as “I think this sucks and here’s why.”

Not to belabor the point, but you can tell an author or director how much a book or movie sucks in your opinion, and the most you might get is a “I’m sorry you feel that way.” Game developers, however, know their medium is mutable. It can be changed. And if mistakes are made in the process of creating a game that slipped by them or weren’t obvious, they can go back and fix them. Now, the ending of a narrative is not the same as a major clipping issue, games crashing entirely, or an encounter being unreasonably difficult, and not every complaint from the player base is legitimate. And in some cases, the costs in time and money required to make changes to adjust a story even slightly can be entirely too prohibitive. But when there’s truth found in the midst of an outcry, some merit to be discerned from a cavalcade of bitching and moaning, game developers have power other creators of narrative simply don’t have.

The question is: should they exercise it?

Let me put it another way:

Should finished games be considered immutable things like films or novels, set in stone by their creators? Does listening to players and altering the experience after much debate ruin the artistic merit of a given game?

I think the answer to both questions is “no.”

Changing the ending of a novel or film because fans didn’t like it is one thing. Most directors and authors would cite artistic integrity in keeping their tales as they are. There are those who feel game developers should maintain the same standards. That doesn’t seem right to me, though. For one thing, a writer may change an ending if a test reader can cite issues with it, and a director can re-cut their film if focus groups find it difficult to watch without any benefit. Moreover, gaming is so different from every other art form, so involving of the end user of the content, that sooner or later a different set of standards should be observed.

As we approach the Video Game Singularity, it becomes more and more apparent that the old ways of judging those who create the stories we enjoy no longer apply. We are just as responsible for the stories being told through games as the developers are, and while games empower and encourage us to make decisions to alter the outcome, we must realize that our power in that regard is shared with the developers, and is not exclusively our own. By the same token, the onus of integrity does not solely fall on the developers. We, as participants in the story, must also hold ourselves to a standard, in providing constructive criticism, frank examination, and willingness to adapt or compromise when it comes to the narratives we come to love. Only by doing this can we blur that line between gamers and developers. Only by showing this desire to address these stories as living things in which we have a say and for the benefit of which we will work with their original creators will gamers stop coming across as spoiled brats and start to be considered a vital part of the game creation process.

We can stop being seen as mere end-user consumers, and start participating actively in the perpetuation of this art form. To me, that’s exciting and powerful.

I mean, we still have people using racist and homophobic language in the community, but hey, baby steps.

The Abuse of Opinion

Courtesy Penny Arcade

We live in a day and age where it can be scary to think for oneself.

This should not be the case. Today’s world is more connected and coherent than ever before. Some countries are still outside of certain loops, of course, and there are those individuals who simply refuse to participate in the new public consensus because they’d rather sit in their dark homes and reminisce about simpler times before everyone had Internet access and women so openly thought for themselves. This constantly evolving society continues to grow as more people share, confer, and disagree with one another.

It’s those disagreements, however, that can make things a bit scary.

Each individual has the right to maintain their own opinion. It’s a simple fact. And it’s also a fact that not everybody is going to share that opinion. When someone is in a position to transmit that opinion, it would be ludicrous to assume that all recipients of said transmission are going to agree. The mature thing to do is accept or discuss those disagreements and, at the very least, part ways with the understanding that individuals differ. And yet, this is how wars get started. This is how accusations are lobbed against skilled professionals. This is how young people feel so trapped and isolated that they’d rather take their own lives than face the people who disagree with them. We have the right to disagree with one another. Seeking to harm one another over a disagreement is another matter entirely.

It seems to me that there’s a lot of this going around. It’s becoming unfortunately rare for the response to a stated interpretation of a fact or a broadcasted opinion to simply be: “I disagree, and here’s why.” More often that not it’s accompanied with some form of dismissal or derision. “This person’s getting paid to say the product is better than it is.” “They’re being overly sensitive feminazis over something that is actually empowering to women.” “These people are going to burn in Hell for not believing the universe was created over 144 hours.” “Little Jimmy has simply been brainwashed by the liberal media and it’s our job as his community to pray, shout, and beat the gay away.”

Each of these stances, and those like them, are knee-jerk, immature, misguided, and ultimately destructive. They’re all born from fears. Resorting to accusations of bribery, dismissal of progress, condemnation, shaming, and violence is clear indication that the opinion being promoted in this way is too weak to stand on its own. Subjective viewpoints and individual experiences do not constitute irrefutable evidence. Resorting to the aforementioned weapons of the ignorant is, unfortunately, easier than forming one’s own opinion based on the evidence that does exist, even if does at the very least make you sound like an entitled or bigoted moron.

Yet these moronic voices are so loud, so prevalent, and so forceful as to make the venturing of an opinion frightening for some. Professionals do their utmost to maintain their opinions in the face of such stupidity, and God bless them for it. There is support out there for kids who feel bullied based on something they’ve said or the way they live. But it’s still pretty scary. You can ignore some of the stupidity up to a point, but there’s always the chance that insecure jerks looking for power and validation will flock to some focal point of negativity just to be part of this damaged culture, and rather than adding an individual viewpoint or piece of evidence to support the dissension, the newcomers just lob words at the target intended to harm, like “whore”, or “heathen”, or “faggot”.

It’s very difficult for me to get into the mindset of hating an individual. Yes, I can get upset at being cut off in traffic or someone out-performing me in a game, but these things pass. I can’t even say I hate the individuals to whom I’m referring that participate in this stupid and damaging behavior. I hate the behavior itself. I hate the culture that looks down on intellectualism and enlightened opinions. I hate the fact that I continually see professionals I respect dealing with or suffering because of this behavior. I hate the fact that children kill themselves because they get bullied. I hate the fact that people in the 21st century don’t realize the world has changed and some ideas just need to be left in the past.

I am an individual. I believe what I choose to believe. You have no obligation to believe the same things I do. And if you don’t, that’s cool. You don’t have to like everything I like. You can adore something I despise. It’s part of what makes the world a beautiful and interesting place in which to live. We all deserve to be treated like human beings, and if you treat me like one I promise I’ll do the same for you.

Just stop abusing your opinion. You are ultimately not helping your case. And, in the end, it makes you look really fucking dumb.

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