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		<title>MAZE: Playing Between Image and Text</title>
		<link>https://broadlytextual.com/2020/02/12/maze-playing-between-image-and-text/</link>
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		<dc:creator><![CDATA[Dylan Caskie]]></dc:creator>
		<pubDate>Wed, 12 Feb 2020 19:32:42 +0000</pubDate>
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					<description><![CDATA[<p>Solve the World’s Most Challenging Puzzle reads the subtitle of Christopher Manson’s 1985 puzzle book MAZE. Manson’s book was originally advertised as a kind of puzzle “contest” in which the first reader to find their way from room 1 to room 45 and back again in 16 steps (or less, if possible) would win $10,000</p>
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<p>The post <a href="https://broadlytextual.com/2020/02/12/maze-playing-between-image-and-text/">MAZE: Playing Between Image and Text</a> appeared first on <a href="https://broadlytextual.com">Broadly Textual Pub</a>.</p>
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<p><em>Solve the World’s Most Challenging Puzzle</em> reads the subtitle of Christopher Manson’s 1985 puzzle book <em>MAZE</em>. </p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" fetchpriority="high" decoding="async" width="600" height="459" data-attachment-id="3466" data-permalink="https://broadlytextual.com/2020/02/12/maze-playing-between-image-and-text/maze/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2020/02/maze.jpg?fit=600%2C459&amp;ssl=1" data-orig-size="600,459" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="maze" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2020/02/maze.jpg?fit=300%2C230&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2020/02/maze.jpg?fit=600%2C459&amp;ssl=1" src="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2020/02/maze.jpg?resize=600%2C459&#038;ssl=1" alt="Front cover of MAZE with an advertisement for the original contest: a circular red sticker with the text &quot;WIN $10,000 SEE INSIDE ...&quot;" class="wp-image-3466" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2020/02/maze.jpg?w=600&amp;ssl=1 600w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2020/02/maze.jpg?resize=300%2C230&amp;ssl=1 300w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2020/02/maze.jpg?resize=580%2C444&amp;ssl=1 580w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2020/02/maze.jpg?resize=320%2C245&amp;ssl=1 320w" sizes="(max-width: 600px) 100vw, 600px" /></figure>



<p>Manson’s book was originally advertised as a kind of puzzle
“contest” in which the first reader to find their way from room 1 to room 45
and back again in 16 steps (or less, if possible) would win $10,000 dollars. The
puzzle was solved in 1987, but the book remains an interesting early entry into
what fan-site Into the Abyss calls the “Immersive Puzzle” genre. Here I’ll be
thinking a little more about how <em>MAZE </em>works
as an immersive puzzle, but more specifically how it does that by existing as a
book.</p>



<p>Each of the 45 rooms in <em>MAZE</em> consists of two pages across a single fold. On the right-hand page appears an illustration of the room replete with clues, as well as doorways to other rooms in the book. On the left-hand page appears text in which “The Guide” and your fellow travellers discuss their encounter in the room. </p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" decoding="async" width="700" height="320" data-attachment-id="3467" data-permalink="https://broadlytextual.com/2020/02/12/maze-playing-between-image-and-text/maze-spread/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2020/02/maze-spread.jpg?fit=700%2C320&amp;ssl=1" data-orig-size="700,320" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="maze-spread" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2020/02/maze-spread.jpg?fit=300%2C137&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2020/02/maze-spread.jpg?fit=700%2C320&amp;ssl=1" src="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2020/02/maze-spread.jpg?resize=700%2C320&#038;ssl=1" alt="The fold for Room 1 depicting both story on the left and picture on the right." class="wp-image-3467" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2020/02/maze-spread.jpg?w=700&amp;ssl=1 700w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2020/02/maze-spread.jpg?resize=300%2C137&amp;ssl=1 300w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2020/02/maze-spread.jpg?resize=580%2C265&amp;ssl=1 580w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2020/02/maze-spread.jpg?resize=320%2C146&amp;ssl=1 320w" sizes="(max-width: 700px) 100vw, 700px" /><figcaption><em>The fold for Room 1 depicts both story on the left and picture on the right.</em></figcaption></figure>



<p>As Manson suggests in the “Directions” page at the beginning
of the book: </p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow"><p>There are any number of clues in the drawings and in the story to help you choose the right door in each room. Clues in a series of rooms may relate to each one another, and may indicate a path. Other clues may refer to a specific door in a single room.</p><p>Anything in this book might be a clue.</p><p>Not all clues are necessarily trustworthy.</p></blockquote>



<p>This multiplicity of clues becomes quickly clear upon
encounter with Room 1. It’s difficult to determine whether the numbers, the
lighting, the symbols, or the words in the first room are meant to clue us in
on which door to take. There’s no way to really know if the choices you make in
<em>MAZE</em> are the correct ones. The only
way to be sure of your path is to attend to both the pictures and the stories
and cross-check the clues given. The correct door should be motioned towards
through more than one set of clues. </p>



<p>Though you have to use them together to succeed, the texts
and pictures of <em>MAZE</em> maintain a strange
relationship throughout the book. We never see any of the characters who speak
in the stories in the images themselves. We hear them talk amongst each other
and purportedly share the same spaces as they do, but we are never able to
visually engage with the characters of the text. Because the images never
contain any referents (such as the characters) that would guide the image-text
relationship temporally, this relationship is left ambiguous. </p>



<p>Since the text is given on the left-hand page of each fold, we are prompted to encounter it first; that’s how English-language readers expect to read a book. We read the story and then look at the picture of the room with the story in mind; but, as we have no temporal markers in the image which correlate to the text, we don’t know whether the picture exists before the contents of the story or after it. </p>



<p>This ambiguity poses a problem for the interpretation of certain rooms in the maze. In Room 26, for example, the story reads: “They objected to my tone, but it distracted them from the real clues &#8230; I quickly picked up the bell, ringing it loudly” — “they” being the maze-goers, and “I” being the actively misleading Guide. The savvy reader will pick up on the language of “tone” as hinting towards the significance of the bell. The bell in the picture points towards Room 30, but since we don’t know whether the story or picture takes place first, we don’t know whether this is the “real clue” the Guide picks up the bell in order to interrupt — or whether this bell positioning is a trap set by the Guide after they put the bell back down. </p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" decoding="async" width="600" height="480" data-attachment-id="3468" data-permalink="https://broadlytextual.com/2020/02/12/maze-playing-between-image-and-text/room-26/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2020/02/room-26.jpg?fit=600%2C480&amp;ssl=1" data-orig-size="600,480" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="room-26" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2020/02/room-26.jpg?fit=300%2C240&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2020/02/room-26.jpg?fit=600%2C480&amp;ssl=1" src="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2020/02/room-26.jpg?resize=600%2C480&#038;ssl=1" alt="An illustration of a stage with devils on it. At the foot of the stage rests a a handbell on its side." class="wp-image-3468" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2020/02/room-26.jpg?w=600&amp;ssl=1 600w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2020/02/room-26.jpg?resize=300%2C240&amp;ssl=1 300w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2020/02/room-26.jpg?resize=580%2C464&amp;ssl=1 580w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2020/02/room-26.jpg?resize=320%2C256&amp;ssl=1 320w" sizes="(max-width: 600px) 100vw, 600px" /><figcaption><em>Room 26 features a bell under ambiguous temporal circumstances.</em></figcaption></figure>



<p>This temporal ambiguity is multiplied by what Into the Abyss calls the “Loop Rooms.” When I first encountered <em>MAZE</em>, I felt very skeptical at the warning on the back cover of the book that “one wrong turn and you may never escape” could ever possibly apply to a book. After all, I have the entire contents of the maze within my physical possession and there’s no real penalty to flipping through rooms at random. Unlike other interactive content (like a puzzle video game), it seemed that I didn’t <em>actually</em> have to solve the puzzles of the book to reach the end — so how could I actually get lost in the book? Manson’s “Loop Rooms” proved me wrong. Of the 45 rooms in the book, 19 are effectively set apart from the rest of the rooms, and, once you enter them, there’s no way to get outside of the 19 rooms. This means that, while you feel like you are making progress, you repeatedly encounter the same rooms, and thus the same stories and pictures, over and over again, until you acknowledgement some kind of vague defeat. </p>



<p>The looping in the pictures forms an interesting labyrinthine architecture. Sometimes you go up ladders to get to rooms and later down slides, in ways that appear coherent spatially but are not coherent in actuality. Meanwhile, the text forms an interesting kind of narrative hodgepodge as each story connects to the next via ellipses that both begin and end each story (except for the Prologue and Room 24). Upon first reading, the characterization of the Guide seems to build over time as you progress narratively through the labyrinth. But, once you enter the “Loop Rooms,” you are forced to encounter the same segments of narrative over and over again. Since <em>MAZE</em> is a book, neither the text nor the images ever change <em>and</em> this sameness is immediately coherent to the reader. <em>MAZE</em> rigidly denies the flippant reader access to the Path to Room 45, forcing a closer reading of its contents and an active deliberation of both text and image.</p>



<p>It is this reconsideration of text and image within the book format which I’ve continually pointed to in <em>MAZE</em>. Though the immersive puzzle book genre never really took off, <em>MAZE</em>’s ambiguous text-image relationship and active refusal of disengaged readership positions <em>MAZE</em> as both an important predecessor to immersive puzzle video games like <em>Myst</em> (1993) and <em>The Witness</em> (2016), and as something fundamentally different. <em>MAZE</em> takes advantage of a certain degree of <em>medium specificity</em> to position the book and its reader in a hermeneutic battle which, if not “The World’s Most Challenging Puzzle” is at least “The World’s Most Challenging Puzzle Book.”</p>



<hr class="wp-block-separator is-style-wide"/>



<p><em><a href="https://broadlytextual.com/past-contributors/dylan-caskie/">Dylan Caskie</a> is a first-year PhD student in the Syracuse University Department of English, and broadly studies interactive media and visual culture with an increasing emphasis on film and digital media.</em></p>
<p>The post <a href="https://broadlytextual.com/2020/02/12/maze-playing-between-image-and-text/">MAZE: Playing Between Image and Text</a> appeared first on <a href="https://broadlytextual.com">Broadly Textual Pub</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">3464</post-id>	</item>
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		<title>The Eco-Zombie: Using Biology to Imagine Zombies Beyond the Human</title>
		<link>https://broadlytextual.com/2018/01/26/the-eco-zombie-using-biology-to-imagine-zombies-beyond-the-human/</link>
		
		<dc:creator><![CDATA[Max Cassity]]></dc:creator>
		<pubDate>Sat, 27 Jan 2018 03:00:05 +0000</pubDate>
				<category><![CDATA[Playing]]></category>
		<category><![CDATA[Watching]]></category>
		<category><![CDATA[biology]]></category>
		<category><![CDATA[close reading]]></category>
		<category><![CDATA[contagion]]></category>
		<category><![CDATA[Ecocriticism]]></category>
		<category><![CDATA[Film]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Popular Culture]]></category>
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		<category><![CDATA[videogames]]></category>
		<category><![CDATA[zombies]]></category>
		<guid isPermaLink="false">http://metathesisblog.com/?p=2357</guid>

					<description><![CDATA[<p>[10 minute read] In this month’s posts on Metathesis, I have discussed the metaphorical uses of contagious disease and examined the figure of the zombie in some popular late twentieth and twenty-first-century texts. In my final post of the month, I would like to turn to a unique sub-genre of the zombie narrative that unsettles the</p>
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<p>The post <a href="https://broadlytextual.com/2018/01/26/the-eco-zombie-using-biology-to-imagine-zombies-beyond-the-human/">The Eco-Zombie: Using Biology to Imagine Zombies Beyond the Human</a> appeared first on <a href="https://broadlytextual.com">Broadly Textual Pub</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>[10 <em>minute read</em>]</p>
<p>In this month’s posts on Metathesis, I have discussed the metaphorical uses of contagious disease and examined the figure of the zombie in some popular late twentieth and twenty-first-century texts. In my final post of the month, I would like to turn to a unique sub-genre of the zombie narrative that unsettles the survivor-centered perspective of zombie outbreaks: the eco- zombie.</p>
<p>Zombies present an interesting study in the metaphor of contagion because they embody contradictions and create questions that disturb our sense of self and communal identity. The most obvious of these contradictions, of course, is that zombies are the “living dead”: two oft-mutually exclusive terms in the human experience. One is generally alive or dead, but not both simultaneously. The biological science of how zombies actually work is often left somewhat fuzzy in zombie science-fiction, which tends to give more emphasis to the latter portion of the hyphenated genre, rather than the former. These complex biological questions are typically subsumed by the drama and urgency of the survival story. <a href="https://www.youtube.com/watch?v=BF2lKcq4_ew">One stunning example of this</a> is in the 2105 film <em>World War Z,</em> when the viewer is introduced to a brilliant young epidemiologist who only minutes later slips unceremoniously in the rain and accidentally blows his own head off.</p>
<p>In terms of popular story-telling, this emphasis makes sense: the redemption narrative of survivors makes for a more emotionally engaging and compelling drama with which readers, viewers, and players can identify. Part of the power of the survivor’s narrative is that we can imagine ourselves in their shoes. This perspective aligns with the zombie’s function to horrify and disgust the reader, viewer, or player in an act of dis-identification with the dead. In short, the horror of the zombie is centered upon the fact that nobody wants to become one! In fact, it is impossible to even imagine what it is like to <em>be</em> a zombie, given the way zombies embody a complete lack of supposedly distinct human capacities – including a sense of individuality, empathy, personality, and sociality. This narrative dynamic makes thinking outside of the standard human vs zombie conflict relationship difficult.</p>
<p><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="2359" data-permalink="https://broadlytextual.com/2018/01/26/the-eco-zombie-using-biology-to-imagine-zombies-beyond-the-human/4img1/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img1.jpg?fit=183%2C265&amp;ssl=1" data-orig-size="183,265" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="4img1" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img1.jpg?fit=183%2C265&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img1.jpg?fit=183%2C265&amp;ssl=1" class="  wp-image-2359 aligncenter" src="https://i0.wp.com/broadlytextual.com//wp-content/uploads/2018/01/4img1.jpg?resize=228%2C330&#038;ssl=1" alt="4img1" width="228" height="330" /><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="2360" data-permalink="https://broadlytextual.com/2018/01/26/the-eco-zombie-using-biology-to-imagine-zombies-beyond-the-human/4img2/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img2.jpg?fit=197%2C262&amp;ssl=1" data-orig-size="197,262" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="4img2" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img2.jpg?fit=197%2C262&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img2.jpg?fit=197%2C262&amp;ssl=1" class="  wp-image-2360 aligncenter" src="https://i0.wp.com/broadlytextual.com//wp-content/uploads/2018/01/4img2.jpg?resize=253%2C336&#038;ssl=1" alt="4img2" width="253" height="336" /></p>
<p>However, two recent zombie narratives have given us a new spin on the zombie narrative by taking inspiration from biology, and imagining the dead living in symbiosis with the natural world. In both <em>The Last of Us</em> (2013), a highly-cinematic survivor horror videogame from developer Naughty Dog, and <em>The Girl With All the Gifts</em> (2016), a novel and feature-length film developed from M.R. Carey’s short story “Iphigenia In Aulis,” a rampant fungal infection of <em>Ophiocordyceps Unilateralis </em>infests the human population. Known colloquially as the “Zombie Fungus,” Cordyceps is a true-to-life fungus that consumes and takes control over the bodies of ants and wasps. It manipulates genetically determined behavioral patterns of the ants it infects, compelling them to climb high above the forest floor, where they then clamp their jaws on a leaf, and remain as the fungus grotesquely protrudes from their body.</p>
<p><div id="attachment_2361" style="width: 321px" class="wp-caption aligncenter"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-2361" data-attachment-id="2361" data-permalink="https://broadlytextual.com/2018/01/26/the-eco-zombie-using-biology-to-imagine-zombies-beyond-the-human/4img3/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img3.jpg?fit=311%2C224&amp;ssl=1" data-orig-size="311,224" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="4img3" data-image-description="" data-image-caption="&lt;p&gt;A “zombie ant” infested with Ophiocordyceps Unilateralis&lt;/p&gt;
" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img3.jpg?fit=300%2C216&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img3.jpg?fit=311%2C224&amp;ssl=1" class="alignnone size-full wp-image-2361" src="https://i0.wp.com/broadlytextual.com//wp-content/uploads/2018/01/4img3.jpg?resize=311%2C224&#038;ssl=1" alt="4img3" width="311" height="224" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img3.jpg?w=311&amp;ssl=1 311w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img3.jpg?resize=300%2C216&amp;ssl=1 300w" sizes="auto, (max-width: 311px) 100vw, 311px" /><p id="caption-attachment-2361" class="wp-caption-text">A “zombie ant” infested with Ophiocordyceps Unilateralis</p></div></p>
<p><div id="attachment_2362" style="width: 478px" class="wp-caption aligncenter"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-2362" data-attachment-id="2362" data-permalink="https://broadlytextual.com/2018/01/26/the-eco-zombie-using-biology-to-imagine-zombies-beyond-the-human/4img4/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img4.jpg?fit=468%2C263&amp;ssl=1" data-orig-size="468,263" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="4img4" data-image-description="" data-image-caption="&lt;p&gt;Joel battles an “infected” human from The Last of Us&lt;/p&gt;
" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img4.jpg?fit=300%2C169&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img4.jpg?fit=468%2C263&amp;ssl=1" class="alignnone size-full wp-image-2362" src="https://i0.wp.com/broadlytextual.com//wp-content/uploads/2018/01/4img4.jpg?resize=468%2C263&#038;ssl=1" alt="4img4" width="468" height="263" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img4.jpg?w=468&amp;ssl=1 468w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img4.jpg?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img4.jpg?resize=320%2C180&amp;ssl=1 320w" sizes="auto, (max-width: 468px) 100vw, 468px" /><p id="caption-attachment-2362" class="wp-caption-text">Joel battles an “infected” human from The Last of Us</p></div></p>
<p>The Cordyceps-infected humans in these stories aren’t specifically identified as “zombies” in either text – they are referred to as the “infected” in <em>The Last of Us</em> and as “hungries” in Carey’s story and its film adaptation – but they can be easily identified as such by their appearance and behavior, especially their cannibalistic rage. Because the “zombie ants” that host the Cordyceps fungus in real life are, if anything,<em> less </em>violent than their healthy counterparts, the violence of the human Cordyceps victims in these texts can be interpreted as making reference to “genetically determined behavioral patterns” recognizable in the aggressive human species.</p>
<p><div id="attachment_2363" style="width: 349px" class="wp-caption aligncenter"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-2363" data-attachment-id="2363" data-permalink="https://broadlytextual.com/2018/01/26/the-eco-zombie-using-biology-to-imagine-zombies-beyond-the-human/4img5/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img5.jpg?fit=339%2C168&amp;ssl=1" data-orig-size="339,168" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="4img5" data-image-description="" data-image-caption="&lt;p&gt; Melanie and a group of “hungries” in The Girl With all the Gifts&lt;/p&gt;
" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img5.jpg?fit=300%2C149&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img5.jpg?fit=339%2C168&amp;ssl=1" class="alignnone size-full wp-image-2363" src="https://i0.wp.com/broadlytextual.com//wp-content/uploads/2018/01/4img5.jpg?resize=339%2C168&#038;ssl=1" alt="4img5" width="339" height="168" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img5.jpg?w=339&amp;ssl=1 339w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img5.jpg?resize=300%2C149&amp;ssl=1 300w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img5.jpg?resize=320%2C159&amp;ssl=1 320w" sizes="auto, (max-width: 339px) 100vw, 339px" /><p id="caption-attachment-2363" class="wp-caption-text">Melanie and a group of “hungries” in The Girl With all the Gifts</p></div></p>
<p><div id="attachment_2364" style="width: 257px" class="wp-caption aligncenter"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-2364" data-attachment-id="2364" data-permalink="https://broadlytextual.com/2018/01/26/the-eco-zombie-using-biology-to-imagine-zombies-beyond-the-human/4img6/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img6.jpg?fit=247%2C390&amp;ssl=1" data-orig-size="247,390" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="4img6" data-image-description="" data-image-caption="&lt;p&gt;A very zombie-like “Infected” human from The Last of Us &lt;/p&gt;
" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img6.jpg?fit=190%2C300&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img6.jpg?fit=247%2C390&amp;ssl=1" class="alignnone size-full wp-image-2364" src="https://i0.wp.com/broadlytextual.com//wp-content/uploads/2018/01/4img6.jpg?resize=247%2C390&#038;ssl=1" alt="4img6" width="247" height="390" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img6.jpg?w=247&amp;ssl=1 247w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img6.jpg?resize=190%2C300&amp;ssl=1 190w" sizes="auto, (max-width: 247px) 100vw, 247px" /><p id="caption-attachment-2364" class="wp-caption-text">A very zombie-like “Infected” human from The Last of Us</p></div></p>
<p>In both texts, the symbiotic relationship between the infected humans and the Cordyceps fungus allows the infected to maintain a scientifically stable relationship to the natural world. This relationship is also markedly distinct from the fuzzy biological uncertainty of most zombie films. Cordyceps really exists, and it only takes a small logical leap to envision humans under the organism’s control. Rather than being presented as monstrous doubles of humanity, these versions of Cordyceps zombies represent an ecological and biological world which is rebounding against human civilization and industrialization. In both <em>The Last of Us</em> and the film adaptation of Carey’s story, visuals which depict the overgrowth of nature into formerly urban spaces play an important role in signifying how the viewer and player should interpret their monsters.</p>
<p><div id="attachment_2366" style="width: 478px" class="wp-caption aligncenter"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-2366" data-attachment-id="2366" data-permalink="https://broadlytextual.com/2018/01/26/the-eco-zombie-using-biology-to-imagine-zombies-beyond-the-human/4img7/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img7.jpg?fit=468%2C264&amp;ssl=1" data-orig-size="468,264" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="4img7" data-image-description="" data-image-caption="&lt;p&gt;Overgrown London in The Girl With All the Gifts &lt;/p&gt;
" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img7.jpg?fit=300%2C169&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img7.jpg?fit=468%2C264&amp;ssl=1" class="alignnone size-full wp-image-2366" src="https://i0.wp.com/broadlytextual.com//wp-content/uploads/2018/01/4img7.jpg?resize=468%2C264&#038;ssl=1" alt="4img7" width="468" height="264" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img7.jpg?w=468&amp;ssl=1 468w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img7.jpg?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img7.jpg?resize=320%2C181&amp;ssl=1 320w" sizes="auto, (max-width: 468px) 100vw, 468px" /><p id="caption-attachment-2366" class="wp-caption-text">Overgrown London in The Girl With All the Gifts</p></div></p>
<p><div id="attachment_2365" style="width: 478px" class="wp-caption aligncenter"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-2365" data-attachment-id="2365" data-permalink="https://broadlytextual.com/2018/01/26/the-eco-zombie-using-biology-to-imagine-zombies-beyond-the-human/4img8/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img8.jpg?fit=468%2C264&amp;ssl=1" data-orig-size="468,264" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="4img8" data-image-description="" data-image-caption="&lt;p&gt;Overgrown Salt Lake City in The Last of Us&lt;/p&gt;
" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img8.jpg?fit=300%2C169&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img8.jpg?fit=468%2C264&amp;ssl=1" class="alignnone size-full wp-image-2365" src="https://i0.wp.com/broadlytextual.com//wp-content/uploads/2018/01/4img8.jpg?resize=468%2C264&#038;ssl=1" alt="4img8" width="468" height="264" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img8.jpg?w=468&amp;ssl=1 468w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img8.jpg?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img8.jpg?resize=320%2C181&amp;ssl=1 320w" sizes="auto, (max-width: 468px) 100vw, 468px" /><p id="caption-attachment-2365" class="wp-caption-text">Overgrown Salt Lake City in The Last of Us</p></div></p>
<p>The encroaching vegetation in these scenes infests the urban landscape and reclaims the landscape for nature, turning the city into a space both uncanny and sublime. The vegetation subsuming the metropolis transforms it into a dilapidated, ivy-embossed maze filled with ghostly relics. Similarly, the Cordyceps infection presents itself on the human body through grotesque, bubbly growths, signifying a biological excess overtaking both the human body and society. The overgrowth of nature on the infrastructure of the city and the Cordyceps fungus on the human body call attention to the material excesses of human cities and urban life. By reclaiming the city and the human body for the natural world, these infestation suggest that humanity has also overgrown, and as a result disrupted biological homeostasis and ecological balance.</p>
<p><div id="attachment_2367" style="width: 442px" class="wp-caption aligncenter"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-2367" data-attachment-id="2367" data-permalink="https://broadlytextual.com/2018/01/26/the-eco-zombie-using-biology-to-imagine-zombies-beyond-the-human/4img9/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img9.jpg?fit=432%2C288&amp;ssl=1" data-orig-size="432,288" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="4img9" data-image-description="" data-image-caption="&lt;p&gt;Melanie and survivors navigate overgrown London in The Girl With All the Gifts&lt;/p&gt;
" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img9.jpg?fit=300%2C200&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img9.jpg?fit=432%2C288&amp;ssl=1" class="alignnone size-full wp-image-2367" src="https://i0.wp.com/broadlytextual.com//wp-content/uploads/2018/01/4img9.jpg?resize=432%2C288&#038;ssl=1" alt="4img9" width="432" height="288" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img9.jpg?w=432&amp;ssl=1 432w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img9.jpg?resize=300%2C200&amp;ssl=1 300w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img9.jpg?resize=320%2C213&amp;ssl=1 320w" sizes="auto, (max-width: 432px) 100vw, 432px" /><p id="caption-attachment-2367" class="wp-caption-text">Melanie and survivors navigate overgrown London in The Girl With All the Gifts</p></div></p>
<p style="text-align:center;">(SPOILERS AHEAD)</p>
<p>Interestingly, in both <em>The Last of Us</em> and <em>The Girl With All the Gifts</em>, the Cordyceps infestation creates a scenario in which a young woman with a unique resistance to the infection presents an opportunity for a “cure.” However, in order to process the cure, she must be sacrificed. In both texts, characters must weigh the life of the innocent individual against eradication of the human species. In the dramatic conclusion of the narrative arc in <em>The Last of Us</em>, the player must decide if they will save Ellie, the young girl that they have spent hours of gameplay guiding and protecting through a maze of zombies, with the knowledge that her survival means the end of the world. In <em>The Girl With All the Gifts,</em> Melanie makes this choice herself, choosing to transform the whole world with Cordyceps and found a new zombie society based on the teachings of Miss Justinaeu, the only person who treated her sympathetically.</p>
<p><div id="attachment_2368" style="width: 478px" class="wp-caption aligncenter"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-2368" data-attachment-id="2368" data-permalink="https://broadlytextual.com/2018/01/26/the-eco-zombie-using-biology-to-imagine-zombies-beyond-the-human/4img10/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img10.jpg?fit=468%2C264&amp;ssl=1" data-orig-size="468,264" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="4img10" data-image-description="" data-image-caption="&lt;p&gt;A doctor attempts to convince Joel (the player) to sacrifice Ellie for the greater good of mankind in The Last of Us &lt;/p&gt;
" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img10.jpg?fit=300%2C169&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img10.jpg?fit=468%2C264&amp;ssl=1" class="alignnone size-full wp-image-2368" src="https://i0.wp.com/broadlytextual.com//wp-content/uploads/2018/01/4img10.jpg?resize=468%2C264&#038;ssl=1" alt="4img10" width="468" height="264" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img10.jpg?w=468&amp;ssl=1 468w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img10.jpg?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2018/01/4img10.jpg?resize=320%2C181&amp;ssl=1 320w" sizes="auto, (max-width: 468px) 100vw, 468px" /><p id="caption-attachment-2368" class="wp-caption-text">A doctor attempts to convince Joel (the player) to sacrifice Ellie for the greater good of mankind in The Last of Us</p></div></p>
<p>By using biological science to reimagine the biological impact of the fungus among us, these texts break the mold of the standard zombie narrative. <em>The Last of Us</em> and <em>The Girl with All the Gifts</em> imagine zombies through a perspective of biological symbiosis and ecological balance, rather than racialized contagion or scientific terrorism. In doing so, these texts reshape how the metaphor of the zombie can be interpreted in an age when an excess of humanity and human impact threatens to push the ecosystem out of balance.</p>
<p>Zombies are harbingers of an inverted natural order and the embodiment of the redistribution of power. While this disruption of the order of life and death is violently disturbing for survivors, there are signs in many zombie narratives that the collapse of human society might actually be to the benefit of nature and the organic world that zombies inhabit. If we begin to reimagine zombies not as a gross corruption of humanity, but as organisms that are a balancing force of an interconnected biological world moving towards homeostasis, we begin to get a different picture of zombies and their relation to the metaphor of contagion. Eventually, they come to represent not a teleological progression from life to death, but a seasonal, circular, progression reflecting a desire for environmental balance, and a commitment to imagining the world through the changes and returns of life and death on a larger and longer scale.</p>
<p>The post <a href="https://broadlytextual.com/2018/01/26/the-eco-zombie-using-biology-to-imagine-zombies-beyond-the-human/">The Eco-Zombie: Using Biology to Imagine Zombies Beyond the Human</a> appeared first on <a href="https://broadlytextual.com">Broadly Textual Pub</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2357</post-id>	</item>
		<item>
		<title>The Rhythms of Limitation: Learning about Self-Care in &#8220;Stardew Valley&#8221;</title>
		<link>https://broadlytextual.com/2017/02/25/the-rhythms-of-limitation-learning-about-self-care-in-stardew-valley/</link>
					<comments>https://broadlytextual.com/2017/02/25/the-rhythms-of-limitation-learning-about-self-care-in-stardew-valley/#comments</comments>
		
		<dc:creator><![CDATA[Jordan Wood]]></dc:creator>
		<pubDate>Sat, 25 Feb 2017 22:29:37 +0000</pubDate>
				<category><![CDATA[Playing]]></category>
		<category><![CDATA[affect]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[Popular Culture]]></category>
		<category><![CDATA[videogames]]></category>
		<guid isPermaLink="false">http://metathesisblog.com/?p=1662</guid>

					<description><![CDATA[<p>It’s six in the morning, on the dot, and Pabu wakes like a cuckoo, leaping out of bed, suspenders already clipped on, to face the day. It’s windy outside. Leaves of orange, red, and yellow are dense in the air and Pabu makes his way from his modest front porch to the neighboring coop, almost</p>
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<p>The post <a href="https://broadlytextual.com/2017/02/25/the-rhythms-of-limitation-learning-about-self-care-in-stardew-valley/">The Rhythms of Limitation: Learning about Self-Care in &#8220;Stardew Valley&#8221;</a> appeared first on <a href="https://broadlytextual.com">Broadly Textual Pub</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>It’s six in the morning, on the dot, and Pabu wakes like a cuckoo, leaping out of bed, suspenders already clipped on, to face the day. It’s windy outside. Leaves of orange, red, and yellow are dense in the air and Pabu makes his way from his modest front porch to the neighboring coop, almost as big as his own home though it houses only a few chickens. Their names are Lady, Sweetie, and Mama; they each laid one egg in the overnight. The brown egg is enormous &#8211; double the size almost of the others. Pabu greets each chicken like a friend. The chickens regard him affectionately and seem happy. He leaves the coop, opens the chicken sized door beside the human-sized one, and heads out into the rest of the day, maybe to dig in the mines, maybe to fish on the coast, maybe to check in on his friend Leah who he has come to hope thinks of him when she makes her charming, if provincial, paintings.</p>
<p>Pabu has lived in a hidden away corner of the world called Stardew Valley, just outside the small fishing village of Pelican Town for almost a year. Fall is winding down, and despite his recent arrival, his spread of crops, jams, and gems from the mine took second place at the Harvest Festival, just behind Pierre the local shop owner who struggles to stay afloat in the face of a new mega-chain grocery in town. Not long ago Pabu worked a futureless office job, cliched in its anonymity and deadening effect on the soul. Desperate for an out Pabu reached for envelope from his grandfather, like a lapsed Baptist reaching for a disused Bible, and found therein the deed to a dilapidated farm. Feeling himself sinking in the malaise of American corporate rhythms, Pabu took hold of his grandfather’s lifeline and departed for the old, out of shape farm that was his birthright.</p>
<p>Pabu is a character in <em>Stardew Valley</em>, a video game made by a single developer that released almost exactly a year ago. More to the point, Pabu is a character in <em>my </em>game of <em>Stardew Valley</em>, no one else’s. I chose his swoopy hair, gave him and his dog, Naga, names from my favorite TV show, and dressed him in suspenders that he never, ever takes off. Details on Pabu are sketchy. At the outset of the game I knew nothing about him other than his dissatisfaction with life in the big city and his relative inexperience with agrarian work. Like many, many other games character customization helped forge a slim bond between myself and Pabu, but the rich inner life that I have come to know in Pabu comes from sharing in his pastoral rhythms for dozens of hours. These rhythms are mundane and restrictive and yet evoke a broad sense of possibility with each new sunrise. <em>Stardew Valley </em>transforms restriction into freedom, such that despite its limited scope &#8211; there are no cataclysms to stop, no world ending villains to defeat &#8211; it can feel daunting in its openness.</p>
<p>This is because the only hard limits <em>Stardew Valley</em> puts on you, the player, are in the form of time and exertion. While you can play <em>Stardew Valley</em> forever, continuing to develop your farm and your relationships to the people of Pelican Town for decades, each day lasts only a certain amount of time. No matter what, Pabu always wakes up at 6 am. The latest Pabu can go to bed is 2 am at which point if I haven’t gotten him back to bed he’ll simply pass out where he stands. Ideally, I try to get Pabu to bed between 11 and midnight so he has enough sleep to get him through the next day. This sleep schedule means that each day only has a limited number of hours with which to work. Alongside those limited hours Pabu is further constrained by his own limited reserves of energy. Almost every action in <em>Stardew Valley </em>uses up your character’s energy, such that no matter how quickly I move from place to place, there is a hard limit on how much Pabu can accomplish. Sleep replenishes that energy, but it only fills back up if enough sleep has been had. If Pabu works too hard, he’ll collapse of exhaustion and wake up sheepishly in his own bed the next morning with a letter of admonishment from a kind passerby who got him home.</p>
<p>These hard limitations are part of what gives <em>Stardew Valley</em> its profound sense of rhythm. The passage of time and the depletion of energy operationalize in clear, unambiguous terms our own limits as people, laborers, and friends. If I push Pabu too hard the game simply says “stop.” Because of this I know Pabu’s limits exactly. I know when it is ok to dig down just one more level in the mine and when to call it a day and head to the saloon. <em>Stardew Valley</em> trains you to be attentive to the needs of your character, to remember their humanity, and to filter your own relationship to the farm and Pelican Town through your character’s capacities instead of your own. Simple though they may be, the daily structure and limited energy of <em>Stardew Valley</em> are profoundly humane game mechanics that force us to recognize the people for whom farms, food, and labor are for. What, after all, is the point of abandoning the coprorate world if the pastoral is unable to bring any peace?</p>
<p>Self-care has become a somewhat contentious buzzword in the year that <em>Stardew Valley</em> has been available. Self-care is a way to talk about how to make sure that in the midst of your work, your relationships, and your politics you do not forget the borders of your own body. Some have argued that self-care is nothing more than the indulgent entitlement of millennials who don’t want to work as hard as their forbears. <em>Stardew Valley </em>teaches us otherwise. When Pabu wakes up in the morning after a fresh seven hours, energy meter replenished, watering can in hand, the day stretches before us in all its rich possibility. I know that though we can’t do everything today, we can do some things, and those things will be good and worthwhile. They are worthy because I have chosen to do them. Among many other options I have chosen to fish, or to talk, or to wander and forage instead of something else. Knowing Pabu’s limitations as I do means that every choice is consciously made. Even the decision to do not much, to, for instance on a rainy day, simply pay Leah a visit and maybe give her a flower from Pabu’s garden, is an attentive one. And if the day slides by without any tangible production, <em>Stardew Valley </em>refuses to punish you. It simply says, “go to sleep, and see what the new day brings.” For Pabu, there is always work to be done, but none of the work exhausts because it is all work that he knows he can do, he knows he has time for, and he knows he has chosen for himself.</p>
<p>For sure, parts of <em>Stardew Valley </em>are escapist in their nostalgia. At first glance it seems to long for a bygone nowhere of rural America and its retro pixel art aesthetic evokes an innocent time for video games when we were children yelling at each other for a turn on the controller, not doxxing feminists on Twitter. But <em>Stardew Valley</em> is careful to puncture those nostalgic tableaus. Not all is well here. Penny must bear with her verbally abusive alcoholic mother, living conspicuously in the only trailer in town. Harvey, the town doctor, worries constantly about his own job security and his inability to integrate socially with his peers. Clint the blacksmith sometimes stays in the Saloon until 1 am, sitting by himself, because he both cannot bear to talk to Emily who he loves and cannot bear to not talk. Pastoral though it may be, <em>Stardew Valley </em>refuses to offer the farm life as the panacea to postmodern ennui, and instead points to carefully cultivated, humane attention to the needs of people, whatever they may be. This is what self-care means, and this is why, I suspect, <em>Stardew Valley</em> has been so well received in a year where everyone has found themselves exhausted and exasperated by their world. The rhythms of <em>Stardew Valley</em> are not really about crops or livestock. They are about staging a “revolt against the homilies of this world.”<a href="#_ftn1" name="_ftnref1">[1]</a> They are about breathing, listening, and what it means to live another day.</p>
<p><a href="#_ftnref1" name="_ftn1">[1]</a> “Paul’s Case” by Willa Cather</p>
<p>The post <a href="https://broadlytextual.com/2017/02/25/the-rhythms-of-limitation-learning-about-self-care-in-stardew-valley/">The Rhythms of Limitation: Learning about Self-Care in &#8220;Stardew Valley&#8221;</a> appeared first on <a href="https://broadlytextual.com">Broadly Textual Pub</a>.</p>
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		<title>Sharing Space: &#8220;Proteus&#8221; and the Personal</title>
		<link>https://broadlytextual.com/2016/10/29/sharing-space-proteus-and-the-personal/</link>
					<comments>https://broadlytextual.com/2016/10/29/sharing-space-proteus-and-the-personal/#comments</comments>
		
		<dc:creator><![CDATA[John Sanders]]></dc:creator>
		<pubDate>Sat, 29 Oct 2016 21:51:17 +0000</pubDate>
				<category><![CDATA[Living]]></category>
		<category><![CDATA[Playing]]></category>
		<category><![CDATA[affect]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[criticism]]></category>
		<category><![CDATA[Digital Humanities]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Humanities]]></category>
		<category><![CDATA[videogames]]></category>
		<category><![CDATA[visualculture]]></category>
		<guid isPermaLink="false">http://metathesisblog.com/?p=1431</guid>

					<description><![CDATA[<p>It seems like academia (or any professional forum, for that matter) encourages us to keep our feelings out of things. I can’t tell you how many times I’ve crossed out passages of student essays this month for being “off topic” or “too praisy,” for bringing in “irrelevant” value judgments on the film they’re writing about.</p>
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<p>The post <a href="https://broadlytextual.com/2016/10/29/sharing-space-proteus-and-the-personal/">Sharing Space: &#8220;Proteus&#8221; and the Personal</a> appeared first on <a href="https://broadlytextual.com">Broadly Textual Pub</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>It seems like academia (or any professional forum, for that matter) encourages us to keep our feelings out of things. I can’t tell you how many times I’ve crossed out passages of student essays this month for being “off topic” or “too praisy,” for bringing in “irrelevant” value judgments on the film they’re writing about. And that’s fine: we’re trying to teach them the conventions of textual analysis, not ranting movie reviews. But every time my red pen scratches out the words “I think” or “I feel” or “the best part,” a little part of me dies. It sometimes feels like I’m getting rid of the human element somehow – an often unsophisticated and inexperienced expression of the human element that doesn’t logically support an argument, but the human element nonetheless. It’s numbing to cut that out.</p>
<p>This censoring isn’t just for undergrads, either. I have found very few opportunities in academic writing where you are free to wear your love on your sleeve. I understand the usefulness of the genre, but it’s refreshing to have a forum where we can get more emotionally expressive. This renewed interest in personal within academia (one way to think of the so-called “affective turn”) is part of the impetus behind the virtual space that is this blog, after all: it gives us a chance to feel as well as think, and reach our communities as well as our peers.</p>
<p>All this is a roundabout way of introducing the fact that I haven’t been okay recently. There have been days where I have found myself in negative mental spaces without a clear path out, and there are nights where my dreams have taken me back to places haunted by bad memories. I could point out a number of reasons why this might be – the grad student workload, lack of good sleep, anxieties about the future, homesickness – but a diagnosis only goes so far when most of those things are unavoidable at this point in my life. Other contributors to this blog have <a href="https://broadlytextual.com/tag/mentalhealth/">taken on mental health before</a>, so I think I’ll leave the specifics aside for now. Instead, I would like to spend this post doing one of the things I like best – taking a walk with someone I care about. I want to show you a place that I go when I’m feeling down: a little virtual island called <em>Proteus.</em></p>
<p><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="1441" data-permalink="https://broadlytextual.com/2016/10/29/sharing-space-proteus-and-the-personal/2-3/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/21.jpg?fit=960%2C600&amp;ssl=1" data-orig-size="960,600" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="2" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/21.jpg?fit=300%2C188&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/21.jpg?fit=960%2C600&amp;ssl=1" class="alignnone size-full wp-image-1441" src="https://i0.wp.com/broadlytextual.com//wp-content/uploads/2016/10/21.jpg?resize=960%2C600&#038;ssl=1" alt="2.jpg" width="960" height="600" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/21.jpg?w=960&amp;ssl=1 960w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/21.jpg?resize=300%2C188&amp;ssl=1 300w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/21.jpg?resize=768%2C480&amp;ssl=1 768w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/21.jpg?resize=720%2C450&amp;ssl=1 720w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/21.jpg?resize=580%2C363&amp;ssl=1 580w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/21.jpg?resize=320%2C200&amp;ssl=1 320w" sizes="auto, (max-width: 960px) 100vw, 960px" /></p>
<p><a href="http://twistedtreegames.com/proteus/">Proteus</a> is a short game created by independent designers Ed Key and David Kanaga in 2011. To call it a “game” is a bit of a misnomer. There are no rules, there are no enemies, there are no apparent goals. The only controls are the arrow keys to move, the mouse to look around, and the space bar (which makes your avatar appear to sit down). The game is pure spatiality: all the player is encouraged to do is explore and experience.</p>
<p><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="1443" data-permalink="https://broadlytextual.com/2016/10/29/sharing-space-proteus-and-the-personal/3-1/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/3-1.jpg?fit=960%2C600&amp;ssl=1" data-orig-size="960,600" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="3-1" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/3-1.jpg?fit=300%2C188&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/3-1.jpg?fit=960%2C600&amp;ssl=1" class="alignnone size-full wp-image-1443" src="https://i0.wp.com/broadlytextual.com//wp-content/uploads/2016/10/3-1.jpg?resize=960%2C600&#038;ssl=1" alt="3 (1).jpg" width="960" height="600" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/3-1.jpg?w=960&amp;ssl=1 960w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/3-1.jpg?resize=300%2C188&amp;ssl=1 300w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/3-1.jpg?resize=768%2C480&amp;ssl=1 768w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/3-1.jpg?resize=720%2C450&amp;ssl=1 720w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/3-1.jpg?resize=580%2C363&amp;ssl=1 580w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/3-1.jpg?resize=320%2C200&amp;ssl=1 320w" sizes="auto, (max-width: 960px) 100vw, 960px" /></p>
<p>You emerge from the main menu and find yourself floating above a tranquil sea, with only the soft sound of the waves below you. As you look across the shimmering water, you might be able to see the faint outline of land beckoning you closer. Recognizable shapes begin to emerge from the fog as you approach: a blocky beach, a few twisted pixelated trees crowned in pink or green, maybe even the swell of a mountain to vary the landscape. As soon as you make landfall, the island erupts into the simulated sounds of spring: the warbles, tweets, and crooning of synthetic birdsong; the rustling static and base-toned murmuring of unseen electronic creatures; and through it all soft strings and the tinkling of a chiptune keyboard invoking the sound of a pleasant breeze and gently falling cherry blossoms. Despite being technologically generated, the sounds that engulf you are the sounds of life, and they ebb and flow as you wander around the island.</p>
<p><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="1445" data-permalink="https://broadlytextual.com/2016/10/29/sharing-space-proteus-and-the-personal/4-2/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/4.png?fit=1183%2C666&amp;ssl=1" data-orig-size="1183,666" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="4" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/4.png?fit=300%2C169&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/4.png?fit=1024%2C576&amp;ssl=1" class="alignnone size-full wp-image-1445" src="https://i0.wp.com/broadlytextual.com//wp-content/uploads/2016/10/4.png?resize=1170%2C659&#038;ssl=1" alt="4.PNG" width="1170" height="659" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/4.png?w=1183&amp;ssl=1 1183w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/4.png?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/4.png?resize=768%2C432&amp;ssl=1 768w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/4.png?resize=1024%2C576&amp;ssl=1 1024w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/4.png?resize=720%2C405&amp;ssl=1 720w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/4.png?resize=580%2C327&amp;ssl=1 580w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/4.png?resize=320%2C180&amp;ssl=1 320w" sizes="auto, (max-width: 1170px) 100vw, 1170px" /></p>
<p>What you’ll actually see as you meander among the trees is unclear. Like <em>Minecraft</em>, <em>Proteus </em>is procedurally generated; the island’s topography, flora, and fauna are completely dependent upon algorithms over which you have no control. But though you will never see the same island twice, certain landmarks remain constant through multiple playthroughs. There is always a cabin nestled in the trees, there is always a circle of mysterious totems, there is always a lonely headstone at the top of the highest peak. What this creates for the player is a familiarity which retains the mystic wonder of discovery. I can feel intimately close to this virtual space, but I can never own it; I can know what to expect, but it will always surprise me. Few places, virtual or otherwise, are truly like that in the way <em>Proteus </em>is.</p>
<p><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="1448" data-permalink="https://broadlytextual.com/2016/10/29/sharing-space-proteus-and-the-personal/5-2/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/5.png?fit=1182%2C660&amp;ssl=1" data-orig-size="1182,660" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="5" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/5.png?fit=300%2C168&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/5.png?fit=1024%2C572&amp;ssl=1" class="alignnone size-full wp-image-1448" src="https://i0.wp.com/broadlytextual.com//wp-content/uploads/2016/10/5.png?resize=1170%2C653&#038;ssl=1" alt="5.PNG" width="1170" height="653" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/5.png?w=1182&amp;ssl=1 1182w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/5.png?resize=300%2C168&amp;ssl=1 300w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/5.png?resize=768%2C429&amp;ssl=1 768w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/5.png?resize=1024%2C572&amp;ssl=1 1024w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/5.png?resize=720%2C402&amp;ssl=1 720w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/5.png?resize=580%2C324&amp;ssl=1 580w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/5.png?resize=320%2C179&amp;ssl=1 320w" sizes="auto, (max-width: 1170px) 100vw, 1170px" /></p>
<p>When night falls, something magical starts to happen. The stars – the only rounded figures in the pixelated world – start to float down to earth, swirling around a particular spot on the island. The curious explorer who approaches the circle of stardust is wrapped up in a flurry of motion and sound as time accelerates. The sun rises and sets, rainclouds race across the sky, wind whips through the leaves on the trees. Standing in the center of the circle brings all this chaos to a crescendo, and after your vision fades to white you find yourself no longer in spring, but in summer.</p>
<p><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="1450" data-permalink="https://broadlytextual.com/2016/10/29/sharing-space-proteus-and-the-personal/6-2/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/6.png?fit=1165%2C417&amp;ssl=1" data-orig-size="1165,417" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="6" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/6.png?fit=300%2C107&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/6.png?fit=1024%2C367&amp;ssl=1" class="alignnone size-full wp-image-1450" src="https://i0.wp.com/broadlytextual.com//wp-content/uploads/2016/10/6.png?resize=1165%2C417&#038;ssl=1" alt="6.PNG" width="1165" height="417" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/6.png?w=1165&amp;ssl=1 1165w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/6.png?resize=300%2C107&amp;ssl=1 300w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/6.png?resize=768%2C275&amp;ssl=1 768w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/6.png?resize=1024%2C367&amp;ssl=1 1024w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/6.png?resize=720%2C258&amp;ssl=1 720w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/6.png?resize=580%2C208&amp;ssl=1 580w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/6.png?resize=320%2C115&amp;ssl=1 320w" sizes="auto, (max-width: 1165px) 100vw, 1165px" /></p>
<p>Every season brings a change in the island’s landscape and soundscape – summer brings its blooming flowers and buzzing flies, autumn its orange leaves and somber tones, winter its stark silent white – changing the tone of your exploration from joyful wonder to thoughtful reflection as you come to know the lay of the land. As the days get quieter and more familiar, the nights become increasingly fantastic with fireflies, shooting stars, and even the aurora borealis – a sight that even in its polygonal form fills me with the joy of home.</p>
<p><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="1452" data-permalink="https://broadlytextual.com/2016/10/29/sharing-space-proteus-and-the-personal/7-1/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/7-1.jpg?fit=1280%2C800&amp;ssl=1" data-orig-size="1280,800" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="7-1" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/7-1.jpg?fit=300%2C188&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/7-1.jpg?fit=1024%2C640&amp;ssl=1" class="alignnone size-full wp-image-1452" src="https://i0.wp.com/broadlytextual.com//wp-content/uploads/2016/10/7-1.jpg?resize=1170%2C731&#038;ssl=1" alt="7 (1).jpg" width="1170" height="731" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/7-1.jpg?w=1280&amp;ssl=1 1280w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/7-1.jpg?resize=300%2C188&amp;ssl=1 300w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/7-1.jpg?resize=768%2C480&amp;ssl=1 768w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/7-1.jpg?resize=1024%2C640&amp;ssl=1 1024w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/7-1.jpg?resize=720%2C450&amp;ssl=1 720w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/7-1.jpg?resize=580%2C363&amp;ssl=1 580w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/7-1.jpg?resize=320%2C200&amp;ssl=1 320w" sizes="auto, (max-width: 1170px) 100vw, 1170px" /></p>
<p>Though you can spend all your time exploring these little wonders (I never went past summer the first time I played), the game does have an ending. I won’t say what happens on that final winter’s night, but it never ceases to move me. For all its joy and wonder, <em>Proteus </em>teaches you that all things that change, even a sense of place, must come to an end. When you close your eyes on that first island, you will never see it again. All that will remain are the echoes of your emotional experience. That impermanence, for me, is beautiful.</p>
<p><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="1454" data-permalink="https://broadlytextual.com/2016/10/29/sharing-space-proteus-and-the-personal/8-2/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/8.png?fit=1190%2C667&amp;ssl=1" data-orig-size="1190,667" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="8" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/8.png?fit=300%2C168&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/8.png?fit=1024%2C574&amp;ssl=1" class="alignnone size-full wp-image-1454" src="https://i0.wp.com/broadlytextual.com//wp-content/uploads/2016/10/8.png?resize=1170%2C656&#038;ssl=1" alt="8.PNG" width="1170" height="656" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/8.png?w=1190&amp;ssl=1 1190w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/8.png?resize=300%2C168&amp;ssl=1 300w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/8.png?resize=768%2C430&amp;ssl=1 768w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/8.png?resize=1024%2C574&amp;ssl=1 1024w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/8.png?resize=720%2C404&amp;ssl=1 720w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/8.png?resize=580%2C325&amp;ssl=1 580w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/8.png?resize=320%2C179&amp;ssl=1 320w" sizes="auto, (max-width: 1170px) 100vw, 1170px" /></p>
<p>The description I’ve given here hardly does it justice – <em>Proteus </em>really needs to be experienced to be understood. But I also find it’s best when experienced together. If you’re around where I happen to be, go ahead and ask. I’d love to play it with you, if only to see the look on your face when you first set foot on land. If you happen to get it and I’m not around, well…go up to the totem circle on the first night of autumn and just wait for the moon to rise. Maybe it’ll make you think of me. In any case, I think it’s a place worth sharing.</p>
<hr />
<p>John Sanders is a second year PhD student in the Syracuse University English department where he studies games and new media. He considers himself an extroverted optimist, which can make mornings difficult for his roommates.</p>
<p>The post <a href="https://broadlytextual.com/2016/10/29/sharing-space-proteus-and-the-personal/">Sharing Space: &#8220;Proteus&#8221; and the Personal</a> appeared first on <a href="https://broadlytextual.com">Broadly Textual Pub</a>.</p>
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		<title>Appreciating Space: &#8220;Minecraft&#8221; and Empowerment</title>
		<link>https://broadlytextual.com/2016/10/21/appreciating-space-minecraft-and-empowerment/</link>
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		<dc:creator><![CDATA[John Sanders]]></dc:creator>
		<pubDate>Fri, 21 Oct 2016 19:00:34 +0000</pubDate>
				<category><![CDATA[Playing]]></category>
		<category><![CDATA[criticaltheory]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Humanities]]></category>
		<category><![CDATA[Pedagogy]]></category>
		<category><![CDATA[Popular Culture]]></category>
		<category><![CDATA[videogames]]></category>
		<category><![CDATA[visualculture]]></category>
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					<description><![CDATA[<p>For the last two summers, I’ve worked as an instructor for the University of Alaska Anchorage’s Kid College program, which is basically a mix between a summer camp and course series about technology for kids aged 9-14. Most of the classes I taught were about game design, and the most popular courses by far were</p>
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<p>The post <a href="https://broadlytextual.com/2016/10/21/appreciating-space-minecraft-and-empowerment/">Appreciating Space: &#8220;Minecraft&#8221; and Empowerment</a> appeared first on <a href="https://broadlytextual.com">Broadly Textual Pub</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For the last two summers, I’ve worked as an instructor for the University of Alaska Anchorage’s Kid College program, which is basically a mix between a summer camp and course series about technology for kids aged 9-14. Most of the classes I taught were about game design, and the most popular courses by far were the ones about Minecraft. For those of you who are unfamiliar with the game, it might be described as an infinitely large, semi-randomly-generated world made up of multiple types of blocks that players can use to build structures, craft items, and fight off monsters. I tended to describe it to parents or adults as “digital Legos with fighting and exploration mixed in.” (Avid players might say it is a bit more complicated than that, but let’s work with that for now.)</p>
<p>In the course of teaching, I have occasionally had parents voice the concern that their child has been “spending too much time on Minecraft” and ask me for some advice on how to change that. Now, those sort of parental decisions are above my paygrade at this point in my life, and how one ought to approach limitations on computer activity depends too much on parenting styles and a child’s personality for me to say anything useful in that regard. But the way they phrased the question points to a bit of a misunderstanding of what the game really is: kids are not <em>on </em>Minecraft, they are <em>in </em>Minecraft.</p>
<p><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="1413" data-permalink="https://broadlytextual.com/2016/10/21/appreciating-space-minecraft-and-empowerment/2-2/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/2.png?fit=1920%2C1080&amp;ssl=1" data-orig-size="1920,1080" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="2" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/2.png?fit=300%2C169&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/2.png?fit=1024%2C576&amp;ssl=1" class="alignnone size-full wp-image-1413" src="https://i0.wp.com/broadlytextual.com//wp-content/uploads/2016/10/2.png?resize=1170%2C658&#038;ssl=1" alt="2.png" width="1170" height="658" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/2.png?w=1920&amp;ssl=1 1920w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/2.png?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/2.png?resize=768%2C432&amp;ssl=1 768w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/2.png?resize=1024%2C576&amp;ssl=1 1024w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/2.png?resize=720%2C405&amp;ssl=1 720w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/2.png?resize=580%2C326&amp;ssl=1 580w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/2.png?resize=320%2C180&amp;ssl=1 320w" sizes="auto, (max-width: 1170px) 100vw, 1170px" /></p>
<p>Like many contemporary games, Minecraft is as much of a space as it is a system of rules. Each time they make a new world, players are dropped into the middle of a sprawling landscape which is constantly generated based on a set of algorithms (an operation known as <em>procedural generation</em>, in game terms). Grasslands and deserts, mountains and jungles, cave systems and mushroom-filled islands, even villages and abandoned temples have a chance of appearing every time a player reaches the edge of the known map. And this process never ends: the world only gets bigger and bigger as the player explores. With no mini-map to aid them initially, players are forced to make meaning out of the environment – taking note of landmarks, following the curve of riverbeds, getting to higher ground – as they seek out shelter before nightfall.</p>
<p>Besides being infinitely vast, the worlds of Minecraft are also infinitely transformable. Players can harvest, collect, or mine just about every type of block in the game and use them for their own creations, whether that’s smelting iron to make a sword or placing wooden planks down for the walls of a house. In this way, players are constantly leaving their mark on the environment and making it their own. Every hastily-made shelter, every empty mine shaft, every scar in the mountain or crater in the earth becomes imbued with meaning as sites of the player’s failures and accomplishments. But these structures and stories do not remain confined to the game world: they are shared by players across every medium available to them, whether through screenshots, videos, or merely word of mouth. Every voxel has a ballad, and every player becomes a bard, expanding the space of the virtual world even further into the material one.</p>
<p><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="1423" data-permalink="https://broadlytextual.com/2016/10/21/appreciating-space-minecraft-and-empowerment/minecraft-4/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-4.png?fit=1920%2C1080&amp;ssl=1" data-orig-size="1920,1080" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="minecraft-4" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-4.png?fit=300%2C169&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-4.png?fit=1024%2C576&amp;ssl=1" class="alignnone size-full wp-image-1423" src="https://i0.wp.com/broadlytextual.com//wp-content/uploads/2016/10/minecraft-4.png?resize=1170%2C658&#038;ssl=1" alt="Minecraft 4.png" width="1170" height="658" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-4.png?w=1920&amp;ssl=1 1920w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-4.png?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-4.png?resize=768%2C432&amp;ssl=1 768w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-4.png?resize=1024%2C576&amp;ssl=1 1024w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-4.png?resize=720%2C405&amp;ssl=1 720w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-4.png?resize=580%2C326&amp;ssl=1 580w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-4.png?resize=320%2C180&amp;ssl=1 320w" sizes="auto, (max-width: 1170px) 100vw, 1170px" /></p>
<p>That may have gone a bit too far into the poetic, but there is a sort of magic to a game space that (for many people) doesn’t make the transition to the real world. This is especially true for kids in my hometown of Anchorage, a city which has long winters, not insignificant criminal and animal dangers, and long distances between destinations – not to mention the general lack of a safe “<a href="https://en.wikipedia.org/wiki/Third_place">third place</a>” for youth to gather and play of their own accord. Yet Minecraft is a place that is infinitely traversable, a place children can exercise their agency and reveal their intelligence, a place that they can make their own without the help of adults and where they can play with their friends on top of it all. Is it any wonder why this is the place kids decide to spend their days?</p>
<p>I understand the danger in <a href="https://youtu.be/Y5RSngCFpsc?t=26">gaming compulsion</a> – it <em>is </em>very addicting to find such a place of empowerment. I also understand the necessity of getting outside – you can’t grow up in Alaska without getting at least <em>some </em>taste of that lesson! – but there is so much more to Minecraft and similar games than sitting in front of a TV or killing time with YouTube videos. The only way to truly understand that fact is to take the game for what it is: a place of empowerment as well as play.</p>
<p><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="1425" data-permalink="https://broadlytextual.com/2016/10/21/appreciating-space-minecraft-and-empowerment/minecraft-5/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-5.png?fit=1920%2C1080&amp;ssl=1" data-orig-size="1920,1080" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="minecraft-5" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-5.png?fit=300%2C169&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-5.png?fit=1024%2C576&amp;ssl=1" class="alignnone size-full wp-image-1425" src="https://i0.wp.com/broadlytextual.com//wp-content/uploads/2016/10/minecraft-5.png?resize=1170%2C658&#038;ssl=1" alt="Minecraft 5.png" width="1170" height="658" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-5.png?w=1920&amp;ssl=1 1920w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-5.png?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-5.png?resize=768%2C432&amp;ssl=1 768w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-5.png?resize=1024%2C576&amp;ssl=1 1024w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-5.png?resize=720%2C405&amp;ssl=1 720w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-5.png?resize=580%2C326&amp;ssl=1 580w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-5.png?resize=320%2C180&amp;ssl=1 320w" sizes="auto, (max-width: 1170px) 100vw, 1170px" />My reaction to the parents who are skeptical about the value of games or who think their child is playing too much is to first ask them much they know about Minecraft. Some have watched their children play the game or even have an account themselves, but more often than not they have only heard their child speak about it <em>ad nauseum</em> while having very little familiarity beyond the confusing jumble of jargon and technical language that is frankly hard to keep straight unless you have seen it in action.</p>
<p>And that is exactly my piece of advice to these parents: let your child show you their space. Treat the experience as if you were a tourist trying to get an understanding of a different country. Ask questions, try out the language, pick up the controls and let your guide coach you if need be, but give them a chance to show you what this virtual space means to them. Only after understanding what it means to exist in this space can you truly understand what it would mean for them to lose it. Perhaps you can show them what they love about the space can be found elsewhere as well.</p>
<p><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="1419" data-permalink="https://broadlytextual.com/2016/10/21/appreciating-space-minecraft-and-empowerment/minecraft-3-2/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-31.png?fit=1920%2C1080&amp;ssl=1" data-orig-size="1920,1080" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="minecraft-3" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-31.png?fit=300%2C169&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-31.png?fit=1024%2C576&amp;ssl=1" class="alignnone size-full wp-image-1419" src="https://i0.wp.com/broadlytextual.com//wp-content/uploads/2016/10/minecraft-31.png?resize=1170%2C658&#038;ssl=1" alt="minecraft-3" width="1170" height="658" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-31.png?w=1920&amp;ssl=1 1920w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-31.png?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-31.png?resize=768%2C432&amp;ssl=1 768w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-31.png?resize=1024%2C576&amp;ssl=1 1024w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-31.png?resize=720%2C405&amp;ssl=1 720w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-31.png?resize=580%2C326&amp;ssl=1 580w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/10/minecraft-31.png?resize=320%2C180&amp;ssl=1 320w" sizes="auto, (max-width: 1170px) 100vw, 1170px" /></p>
<p>The same advice can really be said of almost any game and almost any social relationship: if you want to know someone’s feelings, let them show you the places they like to go. In the spirit of that mindset, I want to show you a place I like to go when things are not particularly bright. But that is a task for next week.</p>
<hr />
<p>John Sanders is a second year PhD student in the Syracuse University English department where he studies games and new media. He considers himself an extroverted optimist, which can make mornings difficult for his roommates.</p>
<p>The post <a href="https://broadlytextual.com/2016/10/21/appreciating-space-minecraft-and-empowerment/">Appreciating Space: &#8220;Minecraft&#8221; and Empowerment</a> appeared first on <a href="https://broadlytextual.com">Broadly Textual Pub</a>.</p>
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		<title>A Ghost in the Machine: The Specter of Literature in EA’s Middle-Earth: The Shadow of Mordor</title>
		<link>https://broadlytextual.com/2016/02/12/a-ghost-in-the-machine-the-specter-of-literature-in-eas-middle-earth-the-shadow-of-mordor/</link>
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		<dc:creator><![CDATA[Max Cassity]]></dc:creator>
		<pubDate>Fri, 12 Feb 2016 19:27:37 +0000</pubDate>
				<category><![CDATA[Playing]]></category>
		<category><![CDATA[close reading]]></category>
		<category><![CDATA[Games]]></category>
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					<description><![CDATA[<p>One of the most compelling aspects of studying literature is uncovering the ways society and popular media adapt, adopt, reboot, and reimagine classic literary texts and genres into “new” (and more marketable) media forms—for better or for worse. One of my favorite trans-media adaptations of the last few years has been Electronic Art’s 2014 videogame</p>
<div class="read-more-wrapper"><a class="read-more" href="https://broadlytextual.com/2016/02/12/a-ghost-in-the-machine-the-specter-of-literature-in-eas-middle-earth-the-shadow-of-mordor/" title="Read More"> <span class="button ">Read More</span></a></div>
<p>The post <a href="https://broadlytextual.com/2016/02/12/a-ghost-in-the-machine-the-specter-of-literature-in-eas-middle-earth-the-shadow-of-mordor/">A Ghost in the Machine: The Specter of Literature in EA’s Middle-Earth: The Shadow of Mordor</a> appeared first on <a href="https://broadlytextual.com">Broadly Textual Pub</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>One of the most compelling aspects of studying literature is uncovering the ways society and popular media adapt, adopt, reboot, and reimagine classic literary texts and genres into “new” (and more marketable) media forms—for better or for worse. One of my favorite trans-media adaptations of the last few years has been Electronic Art’s 2014 videogame <em>Middle-Earth: The Shadow of Mordor, </em>an open-world adventure game that takes place in the rich, fantasy universe of J.R.R. Tolkien. This week I will be discussing how Tolkien’s literary texts literally “haunt” this videogame through the character Celebrimbor. Through this figure, I also consider what the ghostly presence of the book as an instance of “old media” can tell us about the future of fiction in an age of new media.</p>
<p>Media culture has its share of weak literary adaptations, some that distort or ignore the world of their origination, and some that are so geeked-out with hidden references and inside jokes that they become inaccessible to casual fans. <em>Shadow of Mordor</em> is unique in that it strikes a perfect balance between Tolkien’s literary world and the game’s player-focused digital narrative.  While one might expect a game based on books as popular as Tolkien’s to rely heavily on a teleological and novelistic plot, <em>Shadow of Mordor</em>’s open-world design allows the player to explore freely while choosing their own path through the loose narrative framework of the game. In a review for Kotaku, Yannick LeJacq writes <em>“Mordor </em>wants to be great game more than a satisfying bit of fan-service,” adding that “the game gracefully manages to keep the fiction of its own universe at arm’s length throughout” (<a href="http://kotaku.com/middle-earth-shadow-of-mordor-the-kotaku-review-1639361008">Kotaku</a>). While at first it appears that the rich history of Tolkien’s world—a deep fantasy universe that is founded on generations of unique internal histories—has been vacated in favor of a favorable playing experience, taking a closer look at the mechanics of the game reveals the fascinating and ghostly presence of Tolkien’s literary texts. Interestingly, Tolkien’s literary influence shows primarily through the game’s design and play-mechanics rather than through the narrative, and it is through these aspects of play that <em>Shadow of Mordor</em> is able to contribute to, rather than appropriate, Tolkien’s fantasy world.</p>
<p>The avatar through which players navigate the game is Talion, a ranger character invented specifically for the game.  The game begins with Talion witnessing his family’s ritual sacrifice by the evil minions of Sauron (the antagonist of <em>The Hobbit</em> and <em>The Lord of the Rings</em> trilogy) before being killed himself. After his death, Talion enters the spirit world and confronts the ghost of Celebrimbor, an elven ring-maker whom Sauron had also murdered long ago. Fans of Tolkien’s novels might know that Celebrimbor is an essential, if somewhat peripheral, character. As the most talented ring-maker of the Second Age, it is Celebrimbor that forges the magical ring from which Sauron derives his power over others. This makes Celebrimbor a small, but key component to the development of Tolkien’s universe, which revolves around the struggle to destroy the ring of power and arrest Sauron’s dark influence. In <em>Shadow of Mordor</em>, it is through Celebrimbor’s presence that Tolkien’s literary universe interacts with the game-world inhabited by the player.  (picture 2: player avatar Talion (left) and ghost-pal Celebrimbor (right))</p>
<p><div id="attachment_820" style="width: 470px" class="wp-caption aligncenter"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-820" data-attachment-id="820" data-permalink="https://broadlytextual.com/2016/02/12/a-ghost-in-the-machine-the-specter-of-literature-in-eas-middle-earth-the-shadow-of-mordor/mcb2f2/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/02/mcb2f2-1.jpg?fit=558%2C314&amp;ssl=1" data-orig-size="558,314" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="mcb2f2" data-image-description="" data-image-caption="&lt;p&gt;Player avatar Talion (left) and ghost-pal Celebrimbor (right)&lt;/p&gt;
" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/02/mcb2f2-1.jpg?fit=300%2C169&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/02/mcb2f2-1.jpg?fit=558%2C314&amp;ssl=1" class="alignnone  wp-image-820" src="https://i0.wp.com/broadlytextual.com//wp-content/uploads/2016/02/mcb2f2.jpg?resize=460%2C259&#038;ssl=1" alt="mcb2f2" width="460" height="259" /><p id="caption-attachment-820" class="wp-caption-text">Player avatar Talion (left) and ghost-pal Celebrimbor (right)</p></div></p>
<p>Talion, who is a human (like the player) is summarily possessed by the “wraith” of Celebrimbor, and it is this interaction with the spirit world that grants Talion and the player special powers they can use to explore the environment and history of the game-world they inhabit. Seeing through Celebrimbor’s “wraith vision” allows the player to track the footprints of enemies, locate hidden relics, and restore once great ruins to their previous glory.  It is through Celebrimbor, the ghostly remnant of Tolkien’s <em>The Silmarillion</em>, that the game’s material history—including its foundations in a literary past now overshadowed by a decade of film and videogame adaptations—becomes accessible to the player.  By joining the player-avatar Talion with Celebrimbor, the ludic dimension of the game-text and it’s literary history become one. And while a player may feel as if they have left the rigid history of Tolkien super-fandom behind, Celebrimbor’s ghost is always haunting the edges of the player’s experience, pointing out the undeniable link between history and the present.</p>
<p>Perhaps <em>Shadow of Mordor</em>’s most compelling aspect for gamers is its innovative Nemesis engine, a system of play that imbues the world of the game with a type of material and historical memory.</p>
<p><div id="attachment_824" style="width: 520px" class="wp-caption aligncenter"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-824" data-attachment-id="824" data-permalink="https://broadlytextual.com/2016/02/12/a-ghost-in-the-machine-the-specter-of-literature-in-eas-middle-earth-the-shadow-of-mordor/mcb2f3/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/02/mcb2f3.jpg?fit=1920%2C1080&amp;ssl=1" data-orig-size="1920,1080" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="mcb2f3" data-image-description="" data-image-caption="&lt;p&gt;Screen capture of the Nemesis system&lt;/p&gt;
" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/02/mcb2f3.jpg?fit=300%2C169&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/02/mcb2f3.jpg?fit=1024%2C576&amp;ssl=1" class="alignnone  wp-image-824" src="https://i0.wp.com/broadlytextual.com//wp-content/uploads/2016/02/mcb2f3-1.jpg?resize=510%2C287&#038;ssl=1" alt="mcb2f3" width="510" height="287" /><p id="caption-attachment-824" class="wp-caption-text">Screen capture of the Nemesis system</p></div></p>
<p>The Nemesis system allows Talion’s enemies to “remember” when they have been defeated and, more insidiously, when they have defeated the player. This means that when encountering a seemingly random enemy in the free-roaming world of the game, the player often comes face-to-face with an enemy that bears the scars of past battles and holds a grudge. When Talion is killed in combat, the enemy who strikes the final blow gains a powerful boost in their statistics and may even be promoted to a higher rank in the feudal system of Sauron’s army. This means that mistakes and challenging encounters, which in most games could be forgotten by re-loading a save, create a long-lasting impact on the difficulty and narrative experience of the game.</p>
<p><div id="attachment_827" style="width: 472px" class="wp-caption aligncenter"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-827" data-attachment-id="827" data-permalink="https://broadlytextual.com/2016/02/12/a-ghost-in-the-machine-the-specter-of-literature-in-eas-middle-earth-the-shadow-of-mordor/mcb2f4/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/02/mcb2f4.jpg?fit=800%2C450&amp;ssl=1" data-orig-size="800,450" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="mcb2f4" data-image-description="" data-image-caption="&lt;p&gt;A victorious Orc is promoted to War Chief&lt;/p&gt;
" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/02/mcb2f4.jpg?fit=300%2C169&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/02/mcb2f4.jpg?fit=800%2C450&amp;ssl=1" class="alignnone  wp-image-827" src="https://i0.wp.com/broadlytextual.com//wp-content/uploads/2016/02/mcb2f4.jpg?resize=462%2C260&#038;ssl=1" alt="mcb2f4" width="462" height="260" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/02/mcb2f4.jpg?w=800&amp;ssl=1 800w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/02/mcb2f4.jpg?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/02/mcb2f4.jpg?resize=768%2C432&amp;ssl=1 768w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/02/mcb2f4.jpg?resize=720%2C405&amp;ssl=1 720w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/02/mcb2f4.jpg?resize=580%2C326&amp;ssl=1 580w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2016/02/mcb2f4.jpg?resize=320%2C180&amp;ssl=1 320w" sizes="auto, (max-width: 462px) 100vw, 462px" /><p id="caption-attachment-827" class="wp-caption-text">A victorious Orc is promoted to War Chief</p></div></p>
<p>As many reviewers have noted, the Nemesis system gives the game an entirely new dimension, turning enemies that have long been portrayed as faceless, nameless grunts of Sauron’s evil army into well-known and despised villains with unique personalities determined by their personal history with the player. Strangely, the Nemesis system—designed to create even more provoking villains—serves to “humanize” Sauron’s army in a way, providing a new perspective on the often-ignored minor antagonists of Tolkien’s world.  The Nemesis system makes the materiality of Tolkien’s world a framework for the experience of the game-world. Rather than forcing the player to re-live a pixelated version of Tolkien’s novelized history of Middle-Earth, the free-range, “sand-box” style of the game combined with the Nemesis system gives players agency in discovering, and even creating for themselves, new depths to Tolkien’s work. Even as the player experiences the freedom and pleasure of writing their own adventure in Tolkien’s world, the phantom of the text is always there beside them, guiding them through Celebrimbor’s voice or framing the materiality of Tolkien’s influence through Nemesis. In this way, <em>Shadow of Mordor</em> makes its most interesting contribution back to Tolkien’s literary world.</p>
<p>Inhabiting the ghostly margins of their new media forms, the phantoms of our favorite books are capable of transforming our understanding of literature by shaping new and immersive narrative experiences.</p>
<hr />
<p>Max Cassity is a 2<sup>nd</sup> year PhD student in English and Textual Studies. His studies encompass 20<sup>th</sup>and 21<sup>st</sup> Century American fiction, poetry, and digital media. He is currently beginning a dissertation that studies fictional representations of epidemic diseases in American and Global modern literature and digital narratives including Ebola, Cancer, and Pandemic Flu.</p>
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<p>The post <a href="https://broadlytextual.com/2016/02/12/a-ghost-in-the-machine-the-specter-of-literature-in-eas-middle-earth-the-shadow-of-mordor/">A Ghost in the Machine: The Specter of Literature in EA’s Middle-Earth: The Shadow of Mordor</a> appeared first on <a href="https://broadlytextual.com">Broadly Textual Pub</a>.</p>
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		<title>Cortana: Gender Devolved</title>
		<link>https://broadlytextual.com/2015/09/24/cortana-gender-devolved/</link>
		
		<dc:creator><![CDATA[Jordan Wood]]></dc:creator>
		<pubDate>Fri, 25 Sep 2015 00:35:07 +0000</pubDate>
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		<guid isPermaLink="false">http://metathesisblog.com/?p=520</guid>

					<description><![CDATA[<p>For many, the summer’s release of Windows 10 marked a return to form for the venerable series of PC operating systems. It minimized the presence of the much reviled “Metro” styling, restored the Start menu to its former prominence, and made the OS free to anyone who already had either Windows 7 or 8 installed.</p>
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<p>The post <a href="https://broadlytextual.com/2015/09/24/cortana-gender-devolved/">Cortana: Gender Devolved</a> appeared first on <a href="https://broadlytextual.com">Broadly Textual Pub</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For many, the summer’s release of Windows 10 marked a return to form for the venerable series of PC operating systems. It minimized the presence of the much reviled “Metro” styling, restored the Start menu to its former prominence, and made the OS free to anyone who already had either Windows 7 or 8 installed. One software feature, however, cited a return of another kind &#8211; Cortana, previously the sarcastic AI companion to the Master Chief in the <em>Halo</em> series of video games, arrived to Windows 10 as its “virtual assistant.” Cortana, like its voice-activated counterpart over at Apple, Siri, is essentially a glorified search engine crossed with a task manager that was then given a computerized (and feminized) voice. In Windows 10 you can just as easily use your search bar to find a file as to find out what kind of music Cortana likes. Which, if you’re wondering, is apparently “emo-hard-core-diva-dubstep.”</p>
<p>While Cortana was making her way back onto screens and into the speakers of Windows 10 early adopters, I was making my own return to the game in which she first made her appearance, <em>Halo: Combat Evolved</em>. I could go on for pages and pages about how much that game meant to me as a 14-year-old kid with his first video game console. Some of my most treasured video game memories come from my original playthroughs of <em>Halo: CE. </em>Often cited as the definitive proof that first person shooters could survive on the console instead of primarily being a PC phenomenon, <em>Halo</em> excelled at creating thrilling set pieces within a rich universe that alternated from beautiful to terrifying to hilarious. These moments, upon my nostalgic return to the game, were as vibrant and dynamic as I remembered them. What I did not account for, however, was the steadying presence that the mostly body-less Cortana provided amidst the bright colors and chaos.</p>
<p style="text-align:center;"><div class="embed-container"><iframe loading="lazy" class="youtube-player" width="560" height="315" src="https://www.youtube.com/embed/SJGzcKc9wt8?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe></div></p>
<p style="text-align:center;"><em>Cortana keeps you oriented in an alien world</em></p>
<p>As I re-played <em>Halo: CE,</em> it struck me as simultaneously bizarre and fitting that Cortana should re-surface not as a character but as a software feature in the Windows ecosystem. My freshest memories of Cortana were from the latter <em>Halo</em> games, games where the AI character had begun to resemble more conventional narrative tropes of damsels in distress. Correspondingly, those more recent games &#8211; <em>Halo 4</em> in particular &#8211; feature a version of Cortana whose holographic body appeared more solid, more curvy, and more <em>physically</em> present than previous iterations.</p>
<p><a href="https://egosu.files.wordpress.com/2015/09/cortana4.jpg"><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="521" data-permalink="https://broadlytextual.com/2015/09/24/cortana-gender-devolved/cortana4/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/cortana4.jpg?fit=1280%2C720&amp;ssl=1" data-orig-size="1280,720" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Cortana4" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/cortana4.jpg?fit=300%2C169&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/cortana4.jpg?fit=1024%2C576&amp;ssl=1" class="alignnone size-medium wp-image-521" src="https://egosu.files.wordpress.com/2015/09/cortana4.jpg?w=300&#038;resize=300%2C169" alt="Cortana4" width="300" height="169" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/cortana4.jpg?w=1280&amp;ssl=1 1280w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/cortana4.jpg?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/cortana4.jpg?resize=768%2C432&amp;ssl=1 768w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/cortana4.jpg?resize=1024%2C576&amp;ssl=1 1024w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/cortana4.jpg?resize=720%2C405&amp;ssl=1 720w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/cortana4.jpg?resize=580%2C326&amp;ssl=1 580w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/cortana4.jpg?resize=320%2C180&amp;ssl=1 320w" sizes="auto, (max-width: 300px) 100vw, 300px" /></a> <a href="https://egosu.files.wordpress.com/2015/09/cortana1.jpg"><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="522" data-permalink="https://broadlytextual.com/2015/09/24/cortana-gender-devolved/cortana1/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/cortana1.jpg?fit=333%2C400&amp;ssl=1" data-orig-size="333,400" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Cortana1" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/cortana1.jpg?fit=250%2C300&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/cortana1.jpg?fit=333%2C400&amp;ssl=1" class="alignnone size-medium wp-image-522" src="https://egosu.files.wordpress.com/2015/09/cortana1.jpg?w=250&#038;resize=250%2C300" alt="Cortana1" width="250" height="300" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/cortana1.jpg?w=333&amp;ssl=1 333w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/cortana1.jpg?resize=250%2C300&amp;ssl=1 250w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/cortana1.jpg?resize=320%2C384&amp;ssl=1 320w" sizes="auto, (max-width: 250px) 100vw, 250px" /></a></p>
<p style="text-align:center;"><em>Cortana&#8217;s body in Halo: CE and Halo 4</em></p>
<p>Contrast this to Cortana of <em>Halo: CE, </em>who for the vast majority of the game lives in the circuits of Master Chief’s cybernetic armor. Cortana makes her presence known primarily as a voice, speaking directly to Master Chief (and players) by way of their cybernetic link, only taking on a holographic form of her own when she needs to be plugged into a computer terminal of some kind. In many ways, Cortana feels unique among women characters in video games precisely because of her shifting embodiment. She is an AI, of course, but compared to the stolid, green armored figure of Master Chief, her running commentary on players’ adventures feels incredibly human. When she does appear in holographic form, Cortana’s visual design seems only to remind players of her un-corporeality: she is translucent at best, streams of data move up and down her “skin,” and often she is miniature. Her mode of embodiment for the majority of the game is to literally share the skin of Master Chief, and when she takes on other forms it is in ways that visually mark her as unavailable to the most common vectors for the male gaze. In other words, Cortana is a character whose primary mode of relation to players is via conversation, not as a sidekick, a woman to be rescued, or an object of desire, but as a military asset, equal in value to the player-controlled Master Chief and perhaps even exceeding in many ways his own humanity. Master Chief and Cortana then are two cyborgs, paired on behalf of humankind to stand against the alien threat.</p>
<p>It’s this feeling of human relationship and partnership in a shared task that I think made Cortana so endearing to me when I first played <em>Halo: CE</em> and when I picked it up again almost 15 years later. It’s also why later iterations of Cortana as a sort of sexy cyborg who, due to the nature of her AI mind, is deteriorating rapidly and dangerously into madness, never connected with me.</p>
<p style="text-align:center;"><div class="embed-container"><iframe loading="lazy" class="youtube-player" width="560" height="315" src="https://www.youtube.com/embed/RbqsaGzpr7w?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe></div></p>
<p style="text-align:center;"><em>Don&#8217;t make a girl a promise you can&#8217;t keep.</em></p>
<p>Some called the newer versions of Cortana more “humanizing,” I can see why they might feel that way. Her newer forms do have a heavier sense of corporeality and the introduction of a kind of AI mental illness and mortality certainly give Cortana some challenges to face that feel very human in nature. However, as Cortana’s mode of embodiment became more solid it also became more chained to regressive modes of visual representation that require women to be sexually desirable to the male eye. It seems hardly accidental to me that these changes in visual design accompany a narrative drift away from pairing Master Chief and Cortana as co-warriors in the fight against the Covenant and toward a rather hetero-erotic repetition of male rescue narratives and female hysteria. As you might expect with these developments, by the end of <em>Halo 4, </em>Cortana’s self-sacrifice for Master Chief is the only path to narrative resolution.</p>
<p><a href="https://egosu.files.wordpress.com/2015/09/masterchiefsad.jpg"><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="524" data-permalink="https://broadlytextual.com/2015/09/24/cortana-gender-devolved/masterchiefsad/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/masterchiefsad.jpg?fit=1920%2C1080&amp;ssl=1" data-orig-size="1920,1080" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="masterchiefsad" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/masterchiefsad.jpg?fit=300%2C169&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/masterchiefsad.jpg?fit=1024%2C576&amp;ssl=1" class="size-medium wp-image-524 aligncenter" src="https://egosu.files.wordpress.com/2015/09/masterchiefsad.jpg?w=300&#038;resize=300%2C169" alt="masterchiefsad" width="300" height="169" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/masterchiefsad.jpg?w=1920&amp;ssl=1 1920w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/masterchiefsad.jpg?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/masterchiefsad.jpg?resize=768%2C432&amp;ssl=1 768w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/masterchiefsad.jpg?resize=1024%2C576&amp;ssl=1 1024w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/masterchiefsad.jpg?resize=720%2C405&amp;ssl=1 720w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/masterchiefsad.jpg?resize=580%2C326&amp;ssl=1 580w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/masterchiefsad.jpg?resize=320%2C180&amp;ssl=1 320w" sizes="auto, (max-width: 300px) 100vw, 300px" /></a></p>
<p style="text-align:center;"><em>Master Chief&#8217;s sad face as Cortana sacrifices herself. </em></p>
<p>This is why it was so pleasantly surprising to find Cortana once again greeting me as an unseen voice from a screen via Windows 10. Perhaps inadvertently, Microsoft had found a way to restore a more human and companionable iteration of the character that broke off the slide she had experienced in the games toward token eye candy. What I found instead was nothing more than the bare skeleton of the character I once loved spending time with, a disembodied voice whose wit and snark had disappeared into haze of sycophantic supplication. The Cortana of Windows 10 is no AI. Much like Cortana’s favorite music, the humanity to be found here is just a mish mash of focus tested jokes and aphorisms.</p>
<p>On the one hand, my disappointment here is probably a little silly. Of course the Cortana of Windows 10 was always going to be a shallow competitor to Siri, not a return to form of one of my favorite video game characters. Instead of restoring the character to a position of equality, the Windows 10 iteration removes her humanity entirely, forcing her to occupy a position of absolute servitude. On the other hand, in Windows 10 and <em>Halo 4</em> we have the exemplary poles of possibility for female representation in video games. She must either be the subservient, disembodied afterthought or the erotic, fully female and fully psychotic damsel in distress. To think on the strange, iterative life of Cortana across platforms and narratives is to encounter the narrow silos into which women are often shuffled according to patriarchal modes of appropriate embodiment.</p>
<p>Curiously, the Windows 10 Cortana has not yet made it to the Xbox One platform, though I’m sure eventually it will. I wonder what the <em>Halo: CE</em> Cortana will think of her arrival.</p>
<hr />
<p>Jordan Wood is a Ph.D student in the Syracuse University English department where he studies games, sexuality, and queer theory. He lives with two cats and is terrible at side scrolling games. Go Bills.</p>
<p>The post <a href="https://broadlytextual.com/2015/09/24/cortana-gender-devolved/">Cortana: Gender Devolved</a> appeared first on <a href="https://broadlytextual.com">Broadly Textual Pub</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">520</post-id>	</item>
		<item>
		<title>Sex on the (Game) Table</title>
		<link>https://broadlytextual.com/2015/09/18/sex-on-the-game-table/</link>
		
		<dc:creator><![CDATA[Jordan Wood]]></dc:creator>
		<pubDate>Fri, 18 Sep 2015 05:10:22 +0000</pubDate>
				<category><![CDATA[Playing]]></category>
		<category><![CDATA[andthenweheldhands]]></category>
		<category><![CDATA[capitalism]]></category>
		<category><![CDATA[critique]]></category>
		<category><![CDATA[Feminism]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[LGBT]]></category>
		<category><![CDATA[sex]]></category>
		<category><![CDATA[sexuality]]></category>
		<guid isPermaLink="false">http://metathesisblog.com/?p=506</guid>

					<description><![CDATA[<p>I’m going to pivot here from the past two weeks, away from 2000 word theoretical arguments and critical close readings to something a little bit looser. In the process, I also hope to turn away from the world of video games for a little while and towards the cardboard world of the table top. If</p>
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<p>The post <a href="https://broadlytextual.com/2015/09/18/sex-on-the-game-table/">Sex on the (Game) Table</a> appeared first on <a href="https://broadlytextual.com">Broadly Textual Pub</a>.</p>
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										<content:encoded><![CDATA[<p>I’m going to pivot here from the past two weeks, away from 2000 word theoretical arguments and critical close readings to something a little bit looser. In the process, I also hope to turn away from the world of video games for a little while and towards the cardboard world of the table top. If you’ve been into your local Barnes &amp; Noble on any given day in the past few years, you may have noticed the sudden appearance of board games where before there were only college application guides and Moleskine notebooks. This, I promise, is not just indicative of B&amp;N’s own post-codex marketing strategies. They say we are in the middle of a board game renaissance, a golden age of plastic figures, complicated rulebooks, and wooden cubes, and that makes me one happy little nerd.</p>
<p>Incidentally, it also makes me one happy little student of sex and gender politics.</p>
<p>For scholars of gender and sex in a society like ours that has, for much of its history, depended on the institutions of marriage and family to generate a dominant source of individual and corporate identity, understanding the way these institutions work, their social effect, and the conditions under which they break down is essential. This goes doubly true for those who have been marginalized or harmed over and over by these deeply engrained institutions. If you were a film scholar with an interest in sex and gender politics, you’d likely spend time examining the visual representations of familial love, coded femininity, or censored scenes of illicit sexuality. Likewise, were you to take Victorian literature as your subject, you’d probably reading all of Foucault, historicizing sexual practices of the 19th century British subject, while close reading Dickens for signs of the emerging middle class family unit.</p>
<p>Rather, games are machines, encapsulated collections of rules that produce incredible pseudo-fictional experiences when activated by players. Games are adept at modeling the social and political systems in which we already live. This is as true of board games as video games, and it is why the resurgence of board games ought to excite anyone with even a passing interest in the operation of sex and gender in Western culture. Where films and books represent gender and sex ideologies by conventions of narration, image, and characterization, board games offer up for examination the very systems within which these ideologies circulate. This allows players to discover, interact with, and even enact models of those systems, opening institutions like marriage and the family up to a different and (dare I say it?) fun kind of analysis.</p>
<p>So, as both an indulgence of my nerdy enthusiasm for tabletop gaming and an instance of the capacity of board games to represent the dynamics of gender, sex, marriage, and the family, I offer below a few examples for your consideration.</p>
<p><a href="https://egosu.files.wordpress.com/2015/09/agricola.jpg"><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="507" data-permalink="https://broadlytextual.com/2015/09/18/sex-on-the-game-table/agricola/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/agricola.jpg?fit=1024%2C683&amp;ssl=1" data-orig-size="1024,683" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="agricola" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/agricola.jpg?fit=300%2C200&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/agricola.jpg?fit=1024%2C683&amp;ssl=1" class="size-medium wp-image-507 aligncenter" src="https://egosu.files.wordpress.com/2015/09/agricola.jpg?w=300&#038;resize=300%2C200" alt="agricola" width="300" height="200" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/agricola.jpg?w=1024&amp;ssl=1 1024w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/agricola.jpg?resize=300%2C200&amp;ssl=1 300w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/agricola.jpg?resize=768%2C512&amp;ssl=1 768w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/agricola.jpg?resize=720%2C480&amp;ssl=1 720w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/agricola.jpg?resize=580%2C387&amp;ssl=1 580w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/agricola.jpg?resize=320%2C213&amp;ssl=1 320w" sizes="auto, (max-width: 300px) 100vw, 300px" /></a></p>
<p style="text-align:center;"><em>Photo Credit to Board Game Point of View on boardgamegeek.com</em></p>
<p><strong>Agricola</strong></p>
<p><em>Agricola</em> is an intimidating beast of a game to the uninitiated. It’s a quintessential example of the “Euro” style board game: relatively little direct player interaction, multiple paths to victory, heaps of victory points to be won, and copious wooden blocks. In this game, players take responsibility for small 17th century farmsteads, competing with each other to establish the most diverse, fruitful farm. On their turns, players place one of two “workers” from their farm board on one of the action spaces in the shared, central board. Being a 17th century farm, the labor is pre-industrial which means your “workers” are actually husband and wife. This is a case of pure abstraction in terms of representation; the agrarian couple are in fact nothing more than flat wooden discs. They have no visible gender difference, nor are they functionally different with respect to the kinds of actions each one can take. If they are a heterosexual couple as the game’s rulebook assures us they are, there are no representational markers to support such a case. However, as a game of <em>Agricola</em> plays out, two new action spaces open up, each called “Family Growth.” Here, players can assign one of their workers (presumably the wife) who then returns home to the farm bearing a third wooden disc &#8211; a child. The arrival of a new child is one of the most exciting events <em>Agricola </em>can offer players, not however because of the miracle of childbirth, but because it means that player now has <em>one more worker</em> that can be sent into the fields, giving them a tremendous competitive edge over her opponents. This wooden child seems to verify that yes, indeed, the first two workers were indeed man and wife, but after the child’s arrival, all three workers once again melt into interchangeability. These bodies are as abstracted, as ungendered as you might imagine &#8211; and yet the game’s mechanics testify to the sex that is nevertheless always at the core of a winning strategy. <em>Agricola</em> then offers players a family unit rooted in heterosexual marriage, but radically flattened of sexual difference by the demands of production. <em>Agricola</em> strips marriage and sex down to its most basic, agrarian, function: securing resources, staving off starvation, and producing enough surplus to overshadow your neighboring farms.</p>
<p><a href="https://egosu.files.wordpress.com/2015/09/village.jpg"><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="508" data-permalink="https://broadlytextual.com/2015/09/18/sex-on-the-game-table/village/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/village.jpg?fit=1024%2C765&amp;ssl=1" data-orig-size="1024,765" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Village" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/village.jpg?fit=300%2C224&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/village.jpg?fit=1024%2C765&amp;ssl=1" class="size-medium wp-image-508 aligncenter" src="https://egosu.files.wordpress.com/2015/09/village.jpg?w=300&#038;resize=300%2C224" alt="Village" width="300" height="224" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/village.jpg?w=1024&amp;ssl=1 1024w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/village.jpg?resize=300%2C224&amp;ssl=1 300w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/village.jpg?resize=768%2C574&amp;ssl=1 768w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/village.jpg?resize=720%2C538&amp;ssl=1 720w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/village.jpg?resize=580%2C433&amp;ssl=1 580w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/village.jpg?resize=320%2C239&amp;ssl=1 320w" sizes="auto, (max-width: 300px) 100vw, 300px" /></a></p>
<p style="text-align:center;"><em>Photo Credit to Chun Yian on boardgamegeek.com</em></p>
<p><strong>Village</strong></p>
<p><em>Village</em> is another game set in the pre-industrial past, as well as another example of a Euro game with an emphasis on the family unit. However, where <em>Agricola</em> explores the relationship between familial fertility and productivity, <em>Village</em> explores the relationship between family legacy, death, and cross generational ties. More mechanically complex than <em>Agricola</em>, <em>Village </em>makes use of some similar ideas: players have a homestead board from which they place family members onto a central action board and it’s possible for players to “have babies” in order to generate more workers. However, these workers are each labeled with a number, 1-4, indicating to which generation they belong. Players place their workers onto the various actionable spaces of the main board, and in many cases, leave them there, for the spaces are occupations that their workers hold until they die. Say you’re playing <em>Village</em> and you need to make a wagon to sell at market. You could pay a hefty price in various resources and gold or, if you have a worker at the wainwright location, you could simply spend a bit of <em>time</em>, the game’s third spendable commodity. As players spend time, however, workers from the older generations begin to die off. Workers, on the occasion of their deaths, are sent to graves that match their lifelong occupation and in this way are committed to the village’s book of records, memorialized forever after. However, should the limited number of places for a worker’s given occupation be filled up, they are sent unceremoniously into an unmarked grave, forgotten forever and, crucially, giving the player no points. Rather than incentivize the growing accumulation of labor as <em>Agricola</em> does, <em>Village </em>encourages players to look forward to the proper memorialization of death, for it is in this memorialization that the legacy of their family is secured against those of their opponents. Tellingly, the rulebook calls the score “Prestige Points.” It is expressly for the garnering of that prestige that the family unit exists in the world of <em>Village</em>.</p>
<p style="text-align:center;"><a href="https://egosu.files.wordpress.com/2015/09/consentacle.jpg"><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="509" data-permalink="https://broadlytextual.com/2015/09/18/sex-on-the-game-table/consentacle/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/consentacle.jpg?fit=561%2C772&amp;ssl=1" data-orig-size="561,772" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="consentacle" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/consentacle.jpg?fit=218%2C300&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/consentacle.jpg?fit=561%2C772&amp;ssl=1" class="alignnone size-medium wp-image-509" src="https://egosu.files.wordpress.com/2015/09/consentacle.jpg?w=218&#038;resize=218%2C300" alt="consentacle" width="218" height="300" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/consentacle.jpg?w=561&amp;ssl=1 561w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/consentacle.jpg?resize=218%2C300&amp;ssl=1 218w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/consentacle.jpg?resize=320%2C440&amp;ssl=1 320w" sizes="auto, (max-width: 218px) 100vw, 218px" /></a></p>
<p style="text-align:center;"><em>And now for something completely different&#8230;</em></p>
<p><strong>Consentacle</strong></p>
<p>In a very sharp turn away from the pastoral, picturesque worlds of <em>Agricola </em>and <em>Village</em>, I’d like to introduce you to <em>Consentacle</em>, a game by designer, Naomi Clark that is, as of yet, still unpublished. Unlike the previous two games which you can order right off of Amazon, <em>Consentacle</em> was never intended to be a mass market game. This game takes as its subject the erotic encounter between a young, “Curious Human” and a rather expressive “Tentacled Alien.” <em>Consentacle</em> is all about the complex negotiation of sexual consent as players work together to generate Trust, gain Satisfaction, and hopefully, build Intimacy between their wildly disparate characters. Visually, the Curious Human and Tentacled Monster are as different as can be, though any potential sense of horror that you might expect is mitigated by a charming, <em>Jet Set Radio Future</em>, comic-y art style. Mechanically, this difference is reinforced by limiting communication between players as they work toward a common goal, encouraging a sort of blind, tentative play style. On their turns, players simultaneously play cards like “WINK,” “BITE,” “STROKE,” or “ENVELOP,” trying to create combinations that lead the Curious Human and Tentacled Alien into a memorable erotic encounter. I say memorable because the goal of the game isn’t solely to achieve Satisfaction but to transmute that Satisfaction into something more. Satisfaction is actually only the middle step along the road, a sort of exchange gate through which Trust must pass in order to become Intimacy. This alchemy whereby Satisfaction transforms Trust into Alchemy is the key to <em>Consentacle</em>’s representation of sex, not as an end to itself, nor as the component of some larger, marital or familial institution, but as a crucial form of relation that bridges the wide gulf between individuals. In a representational fiction that draws explicitly from an erotics of difference that is often figured as inherently violent (feel free to Google tentacle porn if you’ve missed the allusion), <em>Consentacle</em> removes the power inequities that seemed to be inherent in an encounter between ingénue and monster and replaces them with the erotic frisson of cooperative consent. In other words, sex is fun! And, when sex is properly fun, it is egalitarian, given over to a free exploration of difference, and the magical reagent that brings Intimacy where before there was only solitude.</p>
<p><a href="https://egosu.files.wordpress.com/2015/09/and-then-we-held-hands.jpg"><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="510" data-permalink="https://broadlytextual.com/2015/09/18/sex-on-the-game-table/and-then-we-held-hands/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/and-then-we-held-hands.jpg?fit=1024%2C857&amp;ssl=1" data-orig-size="1024,857" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="and then we held hands" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/and-then-we-held-hands.jpg?fit=300%2C251&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/and-then-we-held-hands.jpg?fit=1024%2C857&amp;ssl=1" class="size-medium wp-image-510 aligncenter" src="https://egosu.files.wordpress.com/2015/09/and-then-we-held-hands.jpg?w=300&#038;resize=300%2C251" alt="and then we held hands" width="300" height="251" srcset="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/and-then-we-held-hands.jpg?w=1024&amp;ssl=1 1024w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/and-then-we-held-hands.jpg?resize=300%2C251&amp;ssl=1 300w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/and-then-we-held-hands.jpg?resize=768%2C643&amp;ssl=1 768w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/and-then-we-held-hands.jpg?resize=720%2C603&amp;ssl=1 720w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/and-then-we-held-hands.jpg?resize=580%2C485&amp;ssl=1 580w, https://i0.wp.com/broadlytextual.com/wp-content/uploads/2015/09/and-then-we-held-hands.jpg?resize=320%2C268&amp;ssl=1 320w" sizes="auto, (max-width: 300px) 100vw, 300px" /></a></p>
<p style="text-align:center;"><em>Photo credit to Andrew Tullsen on boardgamegeek.com</em></p>
<p><strong>&#8230;and then we held hands</strong></p>
<p>I’ll wrap up with another cooperative game where players must cope with limited communication and blind play in order to achieve a relational end. In <em>&#8230;and then we held hands</em>, two players take on the roles of lovers who have reached a point of crisis in their relationship. The nature of this crisis is left to the imagination, but in order to resolve it, players must navigate their pawns across colored spaces on a board arranged in concentric circles. As players discard emotion cards from either their hand or their partner’s, they gradually try to move toward the center of these circles, achieving balance and resolving their relationship in the process. <em>&#8230;and then we held hands</em>, is a quiet, deeply abstracted game, unlike <em>Consentacle</em>, and yet an intensely evocative one. The emotions in the game are represented by one of four colors that make up the board’s spaces as well as the emotion cards in player’s hands. Discarding the emotion cards suggests the emergence of feeling in the course of discussion or argument between two lovers and, correspondingly, it affects the position of the player’s pawn. If players handle each other’s (and their own!) emotions appropriately, they slowly make progress toward each other &#8211; but should they ignore the feelings in play they risk running their pawn into an impossible corner, unable to move within the context of that relationship anymore. Again, like in <em>Agricola</em>, <em>&#8230;and then we held hands</em>, seems gender agnostic, though it also seems to invite players to approach the game as a couple, extra-diegetically. And indeed, the game has been discussed in various contexts online as a “couple’s game”. However, the absence of representational gender here suggests, like <em>Consentacle</em>, an egalitarian sort of cooperation, one that requires sympathy, the reading of body language, and careful consideration of your partner’s state of mind. Where <em>Consentacle</em> is all playful eroticism, however, <em>&#8230;and then we held hands</em> plays more like a meditative, couples’ therapy session. The mechanics here are simple and though abstracted, clearly linked to ideologies of egalitarian coupling. It is exactly that abstraction, however, that renders <em>&#8230;and then we held hands</em> so open to projection. This is a game, it seems, in which players are invited to invest their own relational crises and contemplate for thirty minutes how they can better cope with the complex roil of emotions that come with the sexual territory.</p>
<p>And that’s it for now! This was just a <em>very </em>cursory overview of how board games offer small windows on the way our society has conceived of sex, marriage, and gender. So much more could be said about each of these games and the many others that I don’t have room to mention. If we really are in the middle of a board game renaissance, I hope we can recognize their value as microcosms of our own social lives as gendered, sexual bodies.</p>
<hr />
<p>Jordan Wood is a Ph.D student in the Syracuse University English department where he studies games, sexuality, and queer theory. He lives with two cats and is terrible at side scrolling games. Go Bills.</p>
<p>The post <a href="https://broadlytextual.com/2015/09/18/sex-on-the-game-table/">Sex on the (Game) Table</a> appeared first on <a href="https://broadlytextual.com">Broadly Textual Pub</a>.</p>
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		<title>Part 2: Critical Witching</title>
		<link>https://broadlytextual.com/2015/09/11/part-2-critical-witching/</link>
		
		<dc:creator><![CDATA[Jordan Wood]]></dc:creator>
		<pubDate>Fri, 11 Sep 2015 20:05:14 +0000</pubDate>
				<category><![CDATA[Playing]]></category>
		<category><![CDATA[close reading]]></category>
		<category><![CDATA[Feminism]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[videogames]]></category>
		<guid isPermaLink="false">http://metathesisblog.com/?p=497</guid>

					<description><![CDATA[<p>We started talking last week about CD Projekt RED’s enormous, dark fantasy role playing game, The Witcher 3: Wild Hunt. I promised we’d try to salvage something useful out of the kerfuffle over Polygon’s “pompous,” gender-concerned review, something that might highlight some deficiencies in the way we think about games as representational works and, in</p>
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<p>The post <a href="https://broadlytextual.com/2015/09/11/part-2-critical-witching/">Part 2: Critical Witching</a> appeared first on <a href="https://broadlytextual.com">Broadly Textual Pub</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>We started talking last week about CD Projekt RED’s enormous, dark fantasy role playing game, <em>The Witcher 3: Wild Hunt</em>. I promised we’d try to salvage something useful out of the kerfuffle over Polygon’s “pompous,” gender-concerned review, something that might highlight some deficiencies in the way we think about games as representational works and, in turn, might also provide a way to navigate the difficult terrain between (still rare) progressive-ish critiques of gender in the popular gaming press and reactionary, masculinist responses from the fans. Before we dig in, let’s make one thing clear: the object here is neither to “rescue” <em>The Witcher 3</em> from either liberal critique or dubious fandom, nor is it to validate the defensive position of some anti-feminist gamers. Rather, I take that defensive posture toward political criticism of <em>The Witcher 3</em> (or really any other favored game) as an occasion to rethink what it means to intersect with sex and gender within the social fiction of a game. Pointing out that the women characters wear skimpy clothes or that the main characters represent a raging male power fantasy is simply no longer a sufficient observation to account for the complex sexual politics often at work in these games &#8211; and it really hasn’t been for a long time.</p>
<p>So let’s get to it then.</p>
<p>In <em>The Witcher 3</em>, players take on the role of Geralt of Rivia, the eponymous witcher, a sort of professional monster hit man who roams the Northern Kingdoms slaying all manner of mythological creatures for money. As a witcher, Geralt is endowed with a number of special characteristics that both aid him in his pursuits and set him apart as a social pariah. Witchers all undergo a mutation process early in their lives that grants them superhuman strength, long life, heightened senses, and a remarkable resilience to poisons. This mutation also marks them physically, giving them slit, yellow cat-like eyes which, for better or worse, makes them instantly recognizable to the rest of the Northern Kingdoms’ citizens. Witchers occupy a weird, liminal position in their world. The many citizens of the Northern Kingdoms depend on witchers to protect them against a wildly dangerous world full of succubi, werewolves, ghosts, and far, far worse. However those same citizens regard witchers with enormous suspicion, seeing in them some of the monstrosity that they pay witchers to protect them from. Witchers seem to be predominantly male and have a reputation for being quite randy, a fact that is often alluded to in the series’ many jokes about their trademark sterility. Crucially, witchers also maintain a level of neutrality in their political surroundings.</p>
<p><a href="https://stacilstutsman.files.wordpress.com/2015/09/geralt-tassels.png"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-medium wp-image-190 aligncenter" src="https://stacilstutsman.files.wordpress.com/2015/09/geralt-tassels.png?w=300&#038;resize=300%2C169" alt="Geralt Tassels" width="300" height="169" /></a></p>
<p style="text-align:center;"><em>The Tassles are not part of that political neutrality.</em></p>
<p>The sorceresses of the Northern Kingdoms run socially parallel to the witchers. These loosely associated women wield incredible magical power and often serve as advisers to kings and nobles, ensuring that they occupy a central place in their world’s politics and cultural imagination. Though powerful, <em>The Witcher 3</em> sees the sorceresses in a dangerous position, on the run from a new kingly edict proclaiming that all “freaks” should be captured, tortured, and burned. Here <em>The Witcher 3</em> draws explicitly on the long history of persecuting socially (and sexually) powerful women as outsiders whose very existence threatens established patriarchal rule.</p>
<p>The tumultuous human civilization of <em>The Witcher 3</em> wholly depends upon the careful management of the disruptive energies manifested by figures like witchers, sorceresses, monsters, non-humans, and other nasties that refuse to play nice with the Northern Kingdom’s competing expansionist agendas. Paradoxically, the people of the Northern Kingdoms depend on their witchers and sorceresses to keep monstrous threats at bay. This is what constitutes their liminal position: they are both the guarantors against social disintegration and the reminders that no such guarantee is even possible. The kingdoms of <em>The Witcher 3</em> can neither live with their sorceresses and witchers, nor can they live without them.</p>
<p>They are, in other words, sort of queer. Their relative queerness is legible by the light of <em>The Witcher 3</em>’s iconic consolidation of dysfunctional, fractious powers (the ruined country of Novigrad, the bloody Chapel of the Eternal Flame, the prejudiced and violent Redanian army, etc.) into flawed and often abusive male figureheads (The Redanian king, for instance). By reading both the witchers and the sorceresses as dangerous yet necessary outsiders to these male-driven political economies it becomes possible to read the apparently gratuitous costumes that Keira Metz and Tris Merigold sometimes wear as something in excess of simple, hetero-masculinist voyeurism. Likewise, and more specifically to the point of this post, it re-works the player’s role as Geralt of Rivia into the unique position of a man who is simultaneously the beneficiary of and counterpoint to patriarchal rule. This positioning is the key to a more complex reading of <em>The Witcher 3</em>’s gender politics.</p>
<p>And now, finally, we can turn to the Bloody Baron.</p>
<p><a href="https://stacilstutsman.files.wordpress.com/2015/09/bloodybaron1.jpg"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-medium wp-image-191 aligncenter" src="https://stacilstutsman.files.wordpress.com/2015/09/bloodybaron1.jpg?w=300&#038;resize=300%2C155" alt="bloodybaron1" width="300" height="155" /></a></p>
<p style="text-align:center;"><em>Finally.</em></p>
<p>Philip Strenger, aka, the Bloody Baron, holds power in Velen, a swampy expanse of a land full of peasants, monsters, and old, old magic. He is both a grizzled veteran of several wars and a tired old man who has now switched allegiances in order to secure for himself a more or less comfortable retirement in the ruling seat of Crow’s Perch, a rather large and somewhat dingy village in the north. Players encounter him when Geralt follows up on a rumor that Ciri was spotted in the streets of Crow’s Perch. Often drunk and with a reputation for violence, it’s a surprise to Geralt (and to me as I played) that the old warlord treats the witcher with respect and congeniality. Geralt and the Baron hit it off splendidly in fact, seeming to understand each other immediately as professionals, men of both action and simplicity. Almost immediately, Geralt and Strenger settle in for a quick, friendly game of Gwent.</p>
<p>Of course, as you might expect from a role playing game, the Baron asks Geralt a favor before he discloses anything about Ciri’s whereabouts. The Baron’s wife and daughter have disappeared and he needs Geralt to put his tracking skills to work. The Baron seems at first totally ignorant as to the cause of his family’s disappearance, but player’s soon find signs of an abusive relationship as they discover evidence of a drunken brawl in the Baron’s bedchambers, including holes in the wall that had been hastily covered up. As players investigate further it becomes clear that Mr. Strenger was indeed physically abusive to his wife and emotionally abusive to his daughter, so much so that his wife apparently sought out the aid of a local shaman in the form of a protection amulet. Though players have a variety of dialogue options to choose from whenever Geralt interacts with other characters, all of the available choices when confronting the Baron suggest some degree of anger and disappointment in his behavior, as players suddenly find themselves sitting in a seat of judgment. When it turns out that the Baron’s wife was pregnant and it seems as though the last beating caused her to miscarry, the Baron hits his lowest point.</p>
<p>From here it seems like the story will play out tragically, but conventionally. The Baron solicits the witcher’s sympathy by pleading that he is indeed a changed man, Geralt would then finally track down the broken man’s family down leading to their eventual restoration, and a flawed man finds redemption in the restoration of the ideal family. So far, so patriarchal. Things, however, do not follow such an easy script.</p>
<p>The Bloody Baron does indeed plead his transformation, but should players reject that plea (as, it is crucial to note, they are merely given the <em>option</em> to do), the Baron turns combative, arguing that Geralt has no idea what it’s like to be married, what it is like to have a wife who nags, or what it’s like to manage a family. Then, when it becomes clear that the protective amulet Strenger’s wife procured was because, in a desperate refusal to have another child by the Bloody Baron, she had sought out an abortion from three mysterious, ancient witches.</p>
<p><a href="https://stacilstutsman.files.wordpress.com/2015/09/witches-of-crookbackbog.jpg"><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="192" data-permalink="https://broadlytextual.com/2014/10/17/overwriting-history-just-reading-and-the-case-of-john-henry-newman/john_henry_newman_by_sir_john_everett_millais_1st_bt/" data-orig-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2014/10/john_henry_newman_by_sir_john_everett_millais_1st_bt.jpg?fit=2400%2C3104&amp;ssl=1" data-orig-size="2400,3104" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="John_Henry_Newman_by_Sir_John_Everett_Millais,_1st_Bt" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2014/10/john_henry_newman_by_sir_john_everett_millais_1st_bt.jpg?fit=232%2C300&amp;ssl=1" data-large-file="https://i0.wp.com/broadlytextual.com/wp-content/uploads/2014/10/john_henry_newman_by_sir_john_everett_millais_1st_bt.jpg?fit=792%2C1024&amp;ssl=1" class="size-medium wp-image-192 aligncenter" src="https://stacilstutsman.files.wordpress.com/2015/09/witches-of-crookbackbog.jpg?w=300&#038;resize=300%2C169" alt="witches of crookbackbog" width="300" height="169" /></a></p>
<p style="text-align:center;"><em>These women deserve their own series of posts.</em></p>
<p>In return, the witches sapped all the poor woman’s strength and placed her under magical bondage that the amulet kept at bay. Sympathetic to the woman’s plight, Geralt here finds himself in a familiar position: filled with disdain for the abusive men that constantly find their way to power, and yet dependent on them for his own goals. And so, Geralt keeps on in his liminal position, finding at best a sense of distant pity for the Bloody Baron in place of the camaraderie that was there before. And players, sutured as they are to Geralt as their avatar, are likewise placed in a position of critical exteriority to the male-dominated networks of power that underpin human civilization in the Northern Kingdoms.</p>
<p>You might think, “sure that’s all well and good, but isn’t <em>The Witcher 3</em> mostly about killing nasty things with swords?” And you’d be right. Which is why the most remarkable thing about <em>The Witcher 3</em>’s episode with the Bloody Baron is the way Geralt’s social positioning and his professional skills come together to articulate the game’s clearest critique of an abusive, power hungry patriarchy. As I said at the top of the post, Geralt, like all witchers, is a professional &#8211; and his profession is monster slaying. The rich fantasy setting of <em>The Witcher 3</em> allows for the traumatic fruit of the Bloody Baron’s dominance to achieve literal monstrosity, the likes of which Geralt can address head on. And in this case, the sins of the Baron return to him in the form of a Botchling.</p>
<p>Botchlings are the horrifying result of an unwanted infant having died without being given a “proper” burial or name. They return in the form of mutilated fetuses who prey on the strength of sleeping mothers. They are the vengeful detritus of the failed family. And as it turns out, one of them haunts the Baron. It of course falls to Geralt, and the player, to exorcise this particularly nasty reminder of Strenger’s effect on his family. This scenario can end in one of two ways: with a really difficult fight against the monstrously transformed botchling or with a drawn out, emotionally draining ritual that transforms the botchling into a lubberkin, a kind of guardian spirit who watches over the household. In the former scenario, Geralt is once again relegated to the role of the necessary but disavowed monster who manages the disruptive energies of a world run by mad men. In the latter, however, Geralt forces the Bloody Baron to intimately come to terms with the suffering he has caused and even displaces him from the position of protectorate of the house, replacing him with the lubberkin, a constant reminder of the Baron’s own destructive life. The Baron must pick up, hold, embrace, name, and bury the botchling over the course of a harrowing night while Geralt ensures every step is taken perfectly. This video depicts the opening steps of the scene:</p>
<p style="text-align:center;"><div class="embed-container"><iframe loading="lazy" class="youtube-player" width="560" height="315" src="https://www.youtube.com/embed/70WGcgeRlMc?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe></div><br />
Though Geralt goes on to discover the whereabouts and well-being of the rest of the Strenger family, this is the pivotal moment where players are most explicitly positioned agents of confrontation and transformation in this “oppressively misogynist” world. Rather than seeking an end to the Bloody Baron’s violence that results in his restoration as patriarch of a happy home, <em>The Witcher 3</em> gives players one of two rather different outcomes. Either Geralt begrudgingly sweeps misogynist violence under the rug, allowing the Baron to stew in further resolute bitterness, or, he enforces from his liminal position a reckoning between patriarch and patriarchal trauma.</p>
<p>We definitely got into the weeds here, I know, but if you’ve stuck through I’m hoping that I’ve shown a little bit of how we might re-conceive our accounting of gender, misogyny, violence, and sexuality in video games. I mentioned before that criticizing the sexualized portrayals of women or the lack of any non-heteronormative protagonists are no longer enough. I do believe these things are still necessary. As it should be clear to anyone who played <em>The Witcher 3: Wild Hunt</em>, my analysis on this one small episode leaves a host of other vexed sex and gender representations unexamined. At every point however, and especially in the case of the Bloody Baron, <em>The Witcher 3</em> insists that its players retain a critical eye toward its misogynist world. Without that distance, Geralt could simply not be <em>The Witcher</em> that his world needs.</p>
<hr />
<p>Jordan Wood is a Ph.D student in the Syracuse University English department where he studies games, sexuality, and queer theory. He lives with two cats and is terrible at side scrolling games. Go Bills.</p>
<p>The post <a href="https://broadlytextual.com/2015/09/11/part-2-critical-witching/">Part 2: Critical Witching</a> appeared first on <a href="https://broadlytextual.com">Broadly Textual Pub</a>.</p>
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