Showing posts with label Atari. Show all posts
Showing posts with label Atari. Show all posts

Saturday, May 4, 2013

An Account of Queen Alice's Meeting With The Young Adventurer

This is but one of many stories told to children by their village elders involving The Young Adventurer or Queen Alice or both or variations thereupon. As with all such stories, the details differ from version to version, although the fundamental structure is found in all of its forms. The accuracy with which the events chronicled within are described is of course suspect and a matter for debate. Readers are encouraged to formulate their own opinions on the Authenticity and Truthfulness of this particular account.
 
Join me atop the Sacred Rock, for here the All Thing resides.



Then the Young Adventurer ascended the mountain and came upon the Law Stone, which stood within an open meadow. Atop the Stone sat Queen Alice, thrice-exalted usurper and Lady of the Green, her legs folded in the manner of a Lotus, her head adorned with a Crown of deep red flowers. In front of her lay a succession of objects, perfectly arranged in a row. It was known by all that Queen Alice was to be consulted at this juncture, and so the Young Adventurer approached her forthwith.

“My Lady, I have journeyed long and travelled far and I must now seek your counsel. I wish to partake of your wisdom and experience so that I may deepen my knowledge of the Way of the Sword and Shield.”

“You needn't try and explain yourself so,” replied the Queen “For I know your true purpose. You approach me clad in green, or violet, or crimson, or blue or in cold metal or in a mighty helm of brilliant flame. You shall carry on doing so, and you will do so in the hereafter and times long passed. Your intent is surely clear enough; it's your meaning I don't follow.”

“I require training in the martial arts,” the Young Adventurer said “Or, barring that, some formidable tool of honour and power that will aid me on my quest. Is that not the purpose of this assortment of items between us?”

“What you see in front of you is what you wish to see” Queen Alice said “Or perhaps,” she hastily added “What you expect to see. I appear to you in this manner because I am expected to and am thus invoked, though I appear in this form because it rather suits me. We have met this way before and we shall continue to meet this way time and time again until the world grows dark and the land grows cold.”

Confused, the Young Adventurer countered “I see what I see in front of me because it is there and it was there before I climbed this summit. How can it be otherwise?”

Alice responded “What you see are half-truths; between us stands an impenetrable wall of nothingness. You bear witness to the simulacra of meaning and virtue.”

“Is a Thing Not-A-Thing? What I desire and what I am presented with have no correlation, as you are right now effectively demonstrating.”

“A Thing ca'n't be without its symbol.” Alice gestured to her collection of objects “I could give you this this canoe (which is the world) this book (which is the link in the chain), this ball (which is the aspect of thunder and lightning), this skateboard (which is the door and the eye), this cobra (which is the voice of the dragon) or this wheel (which is the tower) and each would be useless to you stripped of their subject. Furthermore I daresay they mayn’t even exist if you wished it.”

The Young Adventurer was now thoroughly confused, and asked of Queen Alice “What is the purpose of all these riddles and symbols? This is getting me nowhere! I've come all this way and I should like to have some answers to all of this.”

“They get you nowhere because you choose not to follow them, of course,” said Alice. “The secrets of which you speak and seek are spelled out before you; answers written in words carved out of summer's clear sky. Pick a path and follow it, for it shall lead you towards divinity.”

The Young Adventurer was growing angry and proceeded to criticize Queen Alice “Will you not give me what I seek, or are you simply incapable of giving it? Is a Queen not a Queen if I wish her not to be? For in you I see the simulacrum of a regent. Does a Queen not sit on a throne and preside over her land and people? Pray, tell me: Where do you rule and who are your subjects?” The Young Adventurer said this, for it seemed Queen Alice possessed none of these Things, then added one final question: “What Are You?”

“Is the answer to your question not already clear? Do the words not appear before you, though you are unwilling to read them?” Alice replied “I am the Queen without a throne, for my throne is the field of scented rushes. I am the Queen without a queendom for my queendom is the Earth, the Ocean, the Sky and the space beyond and between. I am ruler of everything and nobody. I am the third of two Queens of Dreaming and have no predecessor or heir for my apotheosis was my will. I am Woman-Become-Goddess and Goddess-Become-Woman. I am the form to which you must aspire.”

To this the Young Adventurer had no response, so Queen Alice thus continued “Do you not see some reflection of yourself in me? Is that not this reason you have come yearning for my company and guidance at this moment in time?” Alice paused for a moment, than continued “You seek wisdom and meaning. These are not Things I can give you, but things which you must discover yourself and absorb into your aspect. But you also seek knowledge of topics with which I have a particular experience. Such knowledge is the beginning of a path, so this I will tell you.”

The Young Adventurer raised no objection to this, for the quest must continue, thus there was no objection that could be raised. “Talk with me then about The Path.”

“There is not one Path, but many paths. The road and the destination can remain the same, but should the trees change colour or the cobblestones be re-layed, the path will likewise change.”

“Surely The Path remains the same? The Road still stretches across the same piece of land and it still ends up at the same place.”

“A road is only a Thing if you perceive it to be such. A road becomes a path when a Master perceives it to be one. Or perhaps rather, the path is the way to become a Master, but only a Master can recognise it as such. Either or both. The path is the Endeavour.”

Queen Alice knew this puzzled the Young Adventurer, for she had seen a vision of it doing so before the words left her lips, so she shared a story. This was that story.

“It is a truth that in the days when I walked alongside my foster-father I was a warrior, much as you are presently. A Warrior Queen assumes her mantle through combat, and I am coronated through the slaying of the High King: I slew him once in the Hills of Erin upon the raven’s wings, once in the House of False Love, once in the Mead Halls of the Gods and again atop the City of Fire. I likewise felled him amongst the Missing-Birds of Aetherius and in Darkness and in Sadness and then in the Dreaming, which is all places and all moments. The clashing of our swords echoes back to the dawn of time and forward to the End of All Things.”

Alice continued “My infinite victories win me only my self, which is nothing, yet everything. This is true inasmuch as it happened, I exist, and therefore this must have happened. But it is also a truth that in those days I wore the Storm Crown and thus did righteously slay the High King, for he knew not Love, and had I not the world would become Poison and I should cease to be.”

“So one becomes a Master by finding a path, following that path, and slaying he who resides at the end of the path.” The Young Adventurer offered.

“It is a truth that heaven may be reached by violence,” Alice responded “But I slay kings with Love myself. They are not such disparate forces, you know. The House falls for it promises Love where there is none. A real Master knows the value and power in this.”

“What more must a Master know?”

“That a Master is not a Master until The Name is both spoken and forgotten. Only then can Masters recognise themselves and attain liberation, wisdom and power, which are the same. I am Alice and I am Not, but I Am. This is the true purpose of the path, for the path is the Endeavour. One needn't worry so much about the end of a road, it's the walking that's important. After all, one ca'n't go around slaying kings all the time, now can one? Bearing the Sun Crown I travel where I may; my processional train the daylight of summer itself.”

“But the warmth of a summer's day can turn just as quickly to the fury of thunderstorm...” the Young Adventurer almost hesitated to point out.

Queen Alice smiled warmly and said “I was born in both and exist in both. Always and forever.” for she was not at all ashamed to admit this.

The Young Adventurer thought about that for a time, and then asked Queen Alice “Pray, My Lady. Please tell me about The Dreaming.”

“The Dreaming is part of everyone and everything, and everyone and everything is also part of The Dreaming. It is shared between all, yet it is also the domain that no two people may ever truly share. It is above and beyond and deep within. It existed long before this moment and shall carry on forever after it.”

“But which dreamt it, then? Whose dream?”

“The Dream is the Dreamer, and the Dreamer the Dream.”

“But,” the Young Adventurer cried out “If I am nothing but a Dream than nothing I do shall ever amount to anything and I have wasted all these many hours!”

“Hush now,” Alice spoke softly and gently “There's no need for that sort of talk. For the true mark of a Master is learning the secret and one true purpose of The Dreaming: A Dream may Dream as Dreamers do. The Dream remains and is reborn again. Eternally.”

While this wasn't entirely comforting, the Young Adventurer said nothing, but continued to listen to Queen Alice with rapt attention, so she went on. “We all leave our mark on The Dreaming, don't you see? It is always around us and we always feel its presence, though we may not be able to reach back to it. A Master may do so, for a Master walks both in the land of the Dreamtime and in that of the Waking Dream. That is the true purpose of the path.”

After some thought, the Young Adventurer finally spoke, saying this: “I believe what you say is a truth, though I also believe I mayn't see it quite the same way. But I shall heed these things you have told me, for I must continue my quest.” Queen Alice knew this would be the answer, for she had foreseen it far into the future.

“Come now,” she said, her elfin sun-smile once again crossing her lips “Sit with me for a time upon the meadow of flowers. Cast your gaze to the valleys in bloom, the river which flows ever on to the sea and the mountains of snow from whose summits you can touch the sky. Meditate on these Words I have given you, for hidden within them is the secret of the Endeavour.”

You shall learn to Dream with the dawning of the sun on a brighter day. Your path lies before you.

Monday, July 2, 2012

“Dear lost companions of my tuneful art”: Gamer Culture and A Life on Video (Part I-Arcade Memories)

Pictures of the past...
“Social game” is not a genre. It is a redundancy. All video games are, by definition, social. All video games are, in some form or another, fundamentally about interaction between two or more human agents, even single player games: The experience is simply shared between the player and the designers, not multiple players. As I have mentioned before, in terms of media, video games are most similar to theater and music, both of which also rely very heavily on aspects of performativity and agency. As this begins to segue into territory I'd like to cover sometime in the future, let's for now just say that this is due to the nature of certain kinds of media and the way they utilise narrative (or the lack thereof) because a more sweepingly general and relevant statement to make for the time being is that all of art itself is fundamentally a social thing. I mean, why wouldn't it be, given that its entire purpose is to facilitate humans sharing very human ideas and experiences? No art, no game, exists in a vacuum and neither does any one player, artist or patron of the arts.

Anyone who has been paying the slightest bit of attention to this blog ought not to be surprised by my arriving at this conclusion, but I bring it up because of some observations I've made about video games, the industry that makes them and the kinds of people who play them. Some of them are very recent, some are trends that I have seen linger and evolve over the course of several decades, and not all of them are all that inspirational to talk about. This is going to be a slightly different series then is the norm here; a bit less academic and a bit more personal. I've always been unapologetically subjective on this site and in my writings in general, but this topic necessitates a bit more self-examination and reflection than usual as explaining my positionality is rather crucial to the argument I'm going to try to make. Also because, frankly, I cannot begin to understand the positionality of some of the people involved in this industry, I would like to, and tend to feel the best way to start to come to a kind of understanding is to articulate one's own perspective as meticulously and as clearly as possible. It is also more than likely going to come out a little tetchy and bitter. With that disclaimer, please allow me the rare luxury of diving into my life story, as it were.

It may come as a surprise to my readers, but one of the most confounding and baffling terms I've ever encountered in my travels is “gamer culture”. I mean, theoretically I understand what it means-A group of people with games, presumably (given the context) video games, as a commonality. As someone with a background in both sociocultural anthropology and social studies of knowledge (SSK) I'll be glad to debate the meaning of the term “culture” with anybody. But see to me, a culture has to have more then an affinity for a specific kind of media or artistic expression in common. I have a hard time seeing how video games alone can provide the foundation of an entire societal structure. But I'm being willfully thick and obstinate: Of course “gamer culture” means more than just video games. Let's play along, to torture a metaphor, and try and discern a quick-and-dirty general conception of “gamers" given different cultural patterns and stereotypes I've been able to pick up through years of working in, studying and observing the games industry and give a horrible name to my entire field by trying to cram this into the introductory section of a blog post instead of dedicating a 700 page ethnography to the subject:

“Gamer culture”, in its loosest and most superficial terms, can be defined as a group of socially marginalized, though curiously by-and-large still white, middle-class straight male, individuals who have been brought together in solidarity due to their communal appreciation of video games, Japanese animation, horror movies (especially super-gory slasher films), professional wrestling, heavy metal music, tabletop RPGs, computer science, camp cinema and an overwhelming dislike of physical activity, especially athletics. Another thing near and dear to the hearts of many gamers is a feeling of constant persecution and a strong desire to be validated by others, often explained by a lifetime, and more commonly especially a childhood, of being bullied or ignored for their interests. They claim their interests in general, and video games in particular, have never gained mainstream approval and they have been forever shunned because of it. Those who claim to be a part of it also have a tendency to be socially awkward and express a dislike of unnecessary social interaction. I hasten to add I'm not trying to be intentionally mean, sarcastic or snarky here: This is exactly the way the vast majority of self-professed gamers I've met or read in my life describe themselves and these shared truisms form the basis of a large amount of reflexive, self-deprecating humour.

Clearly I've simplified and stereotyped the situation quite a lot here, but I maintain there's a kind of truth in that last paragraph. Hang around enough gamers or read enough of what they write and I have a feeling you'll find similar motifs, undercurrents and trends. But this is the thing; the inevitable conclusion of the above train of thought: I play video games, many video games. They have indisputably changed and shaped my life. I write about them constantly and follow the industry incessantly. And I relate to absolutely nothing in what I just wrote in the paragraph above. I am not a “gamer”, nor have I ever been one.

My history and experience with the video game medium has been so radically different from those who call themselves gamers I can't even really talk to them intelligently, though I clearly have had one of some kind. What's more, “gamer culture” seems to be a relatively new phenomena from my perspective, appearing on the scene for the first time in the last decade or so (although I freely posit the possibility I just never met any proper gamers before then). One of the biggest cognitive dissonances I seem to have with gamers is over the conception of “social games”. At the moment it's a relatively hot topic in gamer circles, though not nearly as much as it was a few years ago. According to the typical account, “social games” are a new subgenre of video games brought on by the popularity of the Nintendo Wii and its me-too console motion control imitators, as well as smartphones and social media like Facebook, that's designed to be more physical, more based on local human interaction and to provide simpler, more accessible, (though shallower), experiences than “traditional” games. This is a very large debate, with some gamers claiming it's good to get the medium more “mainstream” exposure and others worrying its diluting and cheapening video games and mainstream exposure isn't worth it if this is how the industry is going to go about getting it.

We should all know the answer to this debate by now: There is none, because the debate is pointless. Games have always been social-It's in the fundamental structure of the medium. I would take this statement even further, however, and claim the essential social structure of video games goes beyond the medium's inherent performativity, playerXdeveloper interaction and the basic fact all art has has a necessary human component. No, video games have always been social because from the very dawn of the medium they fostered social interaction and powerful bonds of friendship and communal solidarity. And here, at long last, is where I come in.

When I was young, I never remember video games being a marginalized and taboo thing. I remember video games being for everyone; consciously, intentionally and always. The Magnavox Odyssey, the first home video game console, was expressly marketed as a mass-market consumer electronics device. When Pong kickstarted the Golden Age of the Arcade of the 1970s and 1980s, the new machine debuted in bars, pubs and later found a place in dedicated arcades. Far from the current conception of gamers as being primarily adolescent (or with adolescent interests and mindsets) shut-ins, these early arcade games seem to me to have been made for adults and installed in places adults would congregate. Very quickly Pong, and most importantly its descendants, earned its place alongside the jukeboxes, pinball machines, dancefloors, bar counters and wall-mounted televisions broadcasting football games as iconic aspects of the world's eating and drinking establishments. As the '70s blurred into the '80s and video game-centric amusement arcades began to spring up to became respected community fixtures in their own right, but the original and natural home of the arcade game remained the townhouse. I can still remember walking into my local establishment, grabbing some pizza for lunch and then my friends taking me into the bar to fire up a game of pinball or whatever Midway or Atari cabinet the place had in the back corner. It was as natural and expected a thing as popping a quarter in the jukebox or on the bar for a drink.

Bars and arcades are social places. They're businesses people go to with the express intent of meeting and spending time with actual, flesh-and-blood human friends. What's even better is that they're places anyone can go-People from all walks of life go to bars: Men, women, people of all different cultures and creeds. I would never be so reductive as to declare any cultural artefact universal across all societies, but if any one of them had any sort of claim to that stupidly overreaching title it would be the bar. And guess what? All those people used to play video games too. A game of Ms. Pac-Man, Defender, Donkey Kong or any one of those numerous light game outfits (I seem to remember at least one for every blockbuster movie that came out, though the only ones that immediately jump to my mind were the Jurassic Park and Terminator 2: Judgment Day ones, not to mention any number of the ones not based on movie licenses) was a great way to bond and make memories with your friends. If you were a kid and too young to drink, you could patronize any of the dedicated video arcades, and there were a ton of them throughout the Long '80s. They were a kind of community centre and a favourite hangout for any kid after school, and even for adults who were perhaps more interested in beating their personal high score than drinking. Many an afternoon, or evening rapidly turning into night was dedicated to friends challenging each others' high scores and teasing each other in the process. Heading to the corner arcade or bar to play video games used to be just as accepted a way to socialize as going to a mall or coffee shop with friends. At least, that's how I always used to feel.

Near the end of the Long 1980s and into the early part of the 1990s, the omnipresence of arcade games in bars and the dedicated video arcade itself seemed to go into a decline, most likely as a result of the rise of home video game consoles (the Atari 2600, it must be noted, was originally just as much a consumer electronics product as the Odyssey with all that entails). Before they disappeared completely, however, they made one last stab at greatness with the legendary Super Street Fighter II, Capcom's Hail-Mary that completely redefined the fighting game genre gave the video arcade its one last blast of brilliance (well, in the US at least-It's well-known there are still many dedicated arcades in Japan. As great as that is though, this article is about me and my story, and I've never been to a Japanese arcade). Now I don't care how iconic the Super Nintendo version of the game is, to me Super Street Fighter II is an arcade game born and bred and the purest way to experience it is at an actual cabinet. I mean, at the very least they were complimentary experiences; I have fond memories of both, for example practicing at my friends' houses and then trying to take on the arcade. But Super Street Fighter II was originally an arcade game and it's in the arcades that it had its biggest impact and where its most powerful and resonate legacy lies.

I have very vivid memories of jockeying for position amongst the swarms of people hovering around the fight stick just to get in one quick match with Chun-Li, my favourite fighter, against someone from that frenzied ball of humanity. I sucked at the game and lost horribly all the time (I'm still not amazing at Street Fighter) but I didn't care: It was unbelievably fun. Not just the game, but the whole atmosphere and the experience. There's no feeling quite like the compounded communal enthusiasm of people enjoying each others' company in a shared activity: The air simply crackled with energy. Super Street Fighter II was a landmark in the medium as a work, but it was also the arcade's Indian Summer and that's how I'll always remember it.

All my nostalgia for the bars and arcades that helped shape my view of video games and their place in my life is not meant to marginalize home consoles or claim that their games are not as social as arcade titles. The contrary: They were just as reliant on communal bonding, just in a different way. The Atari 2600 originally built its name on making home versions of popular arcade titles for families to play together in the living room, or for bachelors and bachlorettes to hone their skills away from the bars and socialize one-on-one. It was a rousing success and paved the way for a whole new market in video games that were targeted just as much at people who stayed at home as they were at people who went out every night. However, after a series of blindingly poor business decisions at Atari and parent company Warner Brothers directly resulted in the infamous game industry crash of 1983, home video games no longer seemed like a profitable investment. But nobody counted on an unknown toy company from Japan entering the market seemingly bewilderingly late and changing the game, so to speak, forever.