Showing posts with label id. Show all posts
Showing posts with label id. Show all posts

Tuesday, June 12, 2012

“Seemed Like The Way Of The Future”: VR Mk. II and Video Game Narrative

Note: So clearly what I'm talking about here is the Oculus Rift. Equally clearly, I have absolutely no idea that's what it is in this piece and seem under the impression it's of John Carmack's design and not Palmer Lucky's and unaware it's an independent company, which it is. To be fair to me, I was far from the only journalist to make this mistake and the coverage of the Rift at E3 2012 was spotty at best, leading people to make posts like this. I'll leave this up as my larger points on VR are ones I still stand by, despite getting the details of the machine itself pitifully wrong. I hope to have a full review of the Oculus Rift once the consumer version ships, as well as a follow-up on the promise and potential of VR sometime later in the year (2013).

Header video is, of course from The Angry Video Game Nerd, one of my favourite shows ever. If you're in the small minority who still aren't familiar with James Rolfe and Mike Matei and would like to see more from them, please check out their site here.



Well, at this rate my rule about “not covering current events unless particularly relevant” is starting to sound downright farcical...

So E3 2012 was this past week as of this writing. I wasn't physically there thanks to prohibitive travel costs and lack of an official press certification, but I was able to follow the breaking news in real time via a massive amount of streaming content, on-floor video, LiveTweets, instant recaps and my own personal array of spy satellites controlled from the Moon Base where I secretly plot to take over the world. Oh wait, you weren't supposed to know about that last part. Anyway, despite this year's expo being an overwhelmingly tepid and lukewarm affair that showed the industry in a creatively bankrupt holding pattern, there were a few interesting reveals of note. First was Ubisoft's ambitious-sounding new IP Watch Dogs, which I'm sure you'll find is the darling of the games media right now and the talk of the Internet and which hints it might tackle some intriguing, sophisticated and timely themes about the world socio-technoscientific zeitgeist. It certainly deserves a closer examination, and I'll be happy to rise to the challenge when it's actually a thing.

The second, and more important, reveal in my book is one that has baffilingly received very little attention, even on the show floor itself. I find this inconceivable because for me it was the absolute highlight of the entire weeklong expo. Tucked away in a little alcove and separate from the main conference hustle and bustle, John Carmack, whom I've expressed quite a fondness for on this blog before, was demonstrating a side project he's been working on that showed off some truly astonishing technology and potential. With a funky looking pair of goggles literally held together with a duct tape headstrap, Carmack hopes to do no less than bring back that electronic pipedream of the early 1990s, Virtual Reality, and damn well do it properly this time. What's even more unbelievable, if my informants from Los Angeles can be trusted, is that he's actually managed to do it. Describing how he's pulled it off requires some rather muddling digital computer lingo that I don't entirely understand, so let's let the man himself explain in his own words here and here.

What I find so exceptionally laudable about what Carmack says is that, from the way he tells it, this new kind of Virtual Reality system finally does what everyone who was taken in by VR in the 1990s wanted it to do: Fully immerse the player in a realistic-feeling digital world. Even better than that is Carmack's drive to make the materials to build the headset freely available to actual players as a kit that can be purchased for a price that's frankly scarily affordable. This is a conscious, targeted return to the hacker and HAM Radio roots of computer hobbyism that makes up a not-insignificant part of the video game community: A breathtakingly forward-thinking approach to an intellectual tradition that dates back to the Altair 8800 and the BBC Micro. The contrast between Carmack's spirited little demo and the vapid sludge I saw on display at the EA, Sony and Nintendo press conferences was completely night and day. John Carmack is truly the real deal and seems to have the healthy future of both the industry and the medium square in mind. Frankly, where he goes I'll follow.

As excited as I am for the hacker-positive aspects of Carmack's new project and as much as its ramifications and what it reveals about the culture of video game fans deserves careful attention and analysis, what I find most promising about it is what it illustrates about the way video games handle narrative. I had my suspicions before, but this new project has made me certain: John Carmack is not just a whiz kid techie with a bottom-up attitude, he's the first developer since Shigeru Miyamoto to effortlessly grasp what makes video games unique amongst creative media and I'm overjoyed he now works for Bethesda. To explain a little bit more about what I mean and why I'm making this claim, I need to bring up some things Sony showed off at E3 this year.

Sony's press conference was essentially one great big party thrown for the so-called “hardcore gaming crowd” and the loyal PlayStation faithful. It seemed to go over rather well (and it damn well had to given what Sony's fortunes are right now), especially coming off of the sleazy EA show, the fever dream of a Ubisoft presser and the supposedly-disappointing Microsoft showing. I was personally entirely unmoved, but my reasons why are part of a larger attitude I see present in gamer culture and are better saved for another day. One thing both me and my colleagues were in complete agreement of however was that Wonderbook for the PlayStation 3 is an absolutely nonsensical and pointless waste of time. In case you are unfamiliar with the madness that is Wonderbook, allow me to illuminate you: Wonderbook is basically Sony's stab at an Augmented Reality programme where players stand in front of the PlayStation Eye, hold a book-like tablet and wave the PlayStation Move controller over it to make things appear on screen. This was demonstrated by a Harry Potter licensed game where aspiring wizards use the Move controller like a magic wand to turn pages and interact with words to do things like cast spells and trigger minigames. Sony claims this will revolutionize the act of reading and allow books to “transport you to other worlds”.

Let's leave aside for the moment the fact that books are already designed to trigger the imagination in their own way and in no way require motion control nor Augmented Reality to do this and the troubling notion that all of the Wonderbook titles seem to be written for kindergartners. What I instead want to focus on is the Sony's notion, very problematic by me, that video games and books somehow need one another. The existence of Wonderbook tells me that Sony thinks books would be improved by slathering on some token rote interactivity and, conversely, that video games are improved by being connected more intimately to books. By implying the mediums are in some way codependent, and logically in some way related, this cheapens them both because in my view books and games couldn't be more different in the way they interact with readers. Books, while dependent to some extent on readers using their imagination to flesh out the look-and-feel of the world, are generally passive media that rely on a linear form of narrative built around character development that is slowly and methodically revealed to the reader. The story has already been told, in other words, and the reader just has to guess how it will turn out. Whereas video games, as I've argued, are designed so players can generatively build the story in tandem with the developers (when they even have a story, which is not even a prerequisite). Given this logic, what is the purpose of Wonderbook? If the book's story is open to player agency, it's not much of a book and if the story is already mostly written the player's role is largely irrelevant. It's a bad game and a bad book all rolled into one: Like one of the potions in The Elder Scrolls V: Skyrim that gives you an error message and disappears when you mix incompatible ingredients, much less than the sum of its parts.

There's a bothersome habit amongst game developers and journalists that, because of the medium's troubled history with moral guardians and its general struggle for legitimacy, to attempt to justify its existence by comparing games to books and movies. If they could somehow show games can tell as good a story and provide as good an experience as the best novels and films, they reckon, this will finally prove video games are a valid and respectable form of art and entertainment. This logic is, simply put, wrong. Video games are most certainly a valid and respectable form of art and entertainment, but not for these reasons at all. When developers operate from this mentality we get calculated misfires like Wonderbook and, more to the point, Quantic Dream.

For those unfamiliar with Quantic Dream, they are a positively vainglorious development studio headed by the unflappable and controversial David Cage who has spent the majority of his career trying to beat Hollywood at its own game. Responsible for such massively-hyped hits as Indigo Prophecy and Heavy Rain, Cage's group has embodied better than any other studio the trend to make “cinematic” games. By hiring A-list actors and jockeying to remain on the cutting-edge of realistic motion capture technology, Quantic Dream consistently aims to provide the most realistic games with the most nuanced and sophisticated narrative. Cage often boasts the stories in his games are as good or better than those of the most dramatic movies and are singularly responsible for proving games are art, an argument that might hold water if any of his games were written well. If my bitterness and apathy hasn't already betrayed my positionality, Cage's is not a viewpoint I am especially fond of and I've found both of his previous efforts to be deeply unpleasant experiences. Both Indigo Prophecy and especially Heavy Rain are built around making decisions at crucial moments to activate different paths on a ludicrously branching narrative. It's definitely interactivity and the player is a crucial component to the game's story to be sure, but not in any meaningful way in my view. Mostly these games play out like really fancy, dolled-up choose-you-own-adventure novels to me and any investment to be gained from them comes from the themes discussed by the characters during the constantly playing narrative which is so carefully-constructed I feel distant from it. It's all the reasons I gave for not liking Mass Effect but taken to the logical limit.

The reason I bring up David Cage and Quantic Dream is because they were another developer to unveil a new project at Sony's E3 conference. Dubbed Beyond: Two Souls (or 3EYOND, I'm actually not sure which), it will apparently chronicle the story of Jodie Holmes, played by Academy Award-nominated actor Ellen Page and deal with Cage's own ruminations on death, mortality and the afterlife. The trailer revealed at E3 had the commendable gonads to be several minutes long, rendered entirely using the in-game engine and show off no interactive gameplay whatsoever to the packed auditorium of veteran games journalists. Never have I seen a finer demonstration of David Cage's opinion of players, interactivity and the basic fundamentals of the video game medium.

Both Wonderbook and Beyond: Two Souls are symptomatic of a big problem the games industry has in my opinion. This constant, insecure pursuit of comparisons to books and movies misses the core value and purpose of video games as a medium which is, as I've argued the ability to effortlessly share experiences and build a shared world through which an infinite number of singular stories can be told. This is something neither books nor movies can do in my view because they are passive media. Without that crucial element of player agency, there's no tangible connection to the fictional world (this is of course not to say one cannot get invested in a book or movie; there's a difference between relating to something and experiencing it). Books and movies are very good at telling stories other people have written and provocative themes can be explored through them both textually and metatextually, but they are at heart still based around linear narratives readers can look at and critique from afar. Video games are something completely different and to conflate the three of them is spectacularly wrongheaded in my opinion. It's like in the Uncharted series, which is designed from the ground up to be like an action movie. Players assume the role of an Indiana Jones analogue and move from setpiece to setpiece and magnificent cinematic cutscene to magnificent cinematic cutscene. Even the mechanics themselves belie the action movie influence: Players do not “die”, they “throw the take” and have to “redo the scene”. Everything about these games gives the impression developer Naughty Dog have a very specific story to tell and if the player deviates from the literal script it makes things inconvenient and annoying for them. Player agency has been compromised in favour of linear narrative, and I don't think there's anything more self-destructive than that for a game. I dread a world where every game is like Heavy Rain or Uncharted.

This brings us back to John Carmack's big idea. Carmack, and his partners at id and Bethesda, understand the importance of agency in a way Sony, Naughty Dog and Quantic Dream don't seem to be able to. It's telling Carmack and id made their name via seminal first-person shooters like Wolfenstein 3D, Doom and Quake, which were all groundbreaking early steps towards immersing the player in a game world in a way that had never been attempted before, at least not with any real success. The big revelation these games ushered in is right in the name of the genre they helped codify: “First-Person Shooter”. For the first time, there were games that put the player literally in the shoes of their character, making the proverbial link between them and the game even more direct and intuitive. It's difficult to overstate the effect this shift had on the way players interacted with games: No matter how seamless and intimate Super Mario Bros. was, there's truly something to be said for the ability to actually see through the eyes of a character. It simply adds a layer to the experience that hadn't been there before. What id's games did for the first time was change the role of the player from puppeteer to active agent within the game world itself (Miyamoto eventually found a way to change the paradigm here too, but that's another story). Now, with his new experiments with head-mounted VR displays, John Carmack may very well be taking this core concept to the next stage.

If video games are, as I've argued, fundamentally about sharing or creating a generative experience and the point of player agency is to blur the boundaries between the players, developers and game world than a viable first-person perspective is a logical way to facilitate this process. Likewise, competent and effective motion control and well-implemented stereoscopic 3D are further technological ways the medium of games can invoke to make provocative statements (the latter is also important for visualizing 3D space and kinesthesia, as I have of course argued before). Setting the accuracy of the statements aside for the moment, the intimate, pure sense of “I found this” or “I saw this” or “I made this happen” which dates back to at least Super Mario Bros. is integral to the way video games convey themes and I feel Virtual Reality could be the singularity at which technology will finally be able to demonstrate this in its purest form. In my opinion the more streamlined we make interfacing with our games, the easier it will become to connect and resonate with them because it will be easier for us to feel like the experiences onscreen are actually happening to us. This is exactly what Shigeru Miyamoto wanted to evoke through Super Mario Bros. and is the core difference between active and passive media and why trying to shoehorn a linear narrative onto a video game is such a poor choice in my opinion. The way I see it, games like Uncharted, Heavy Rain and Mass Effect series would all be far more evocative and powerful titles if, rather than pausing the game every few seconds to play a lovingly rendered CGI cutscene with professional actors angsting about choices the player has or has not made, players are confronted with those choices and the themes of the work at a visceral, personal level because they have been made to feel an intimate part of the world or narrative.

In the not-too-distant future I'll take a closer look at a game that shows how this alternative can work brilliantly, but for now I want to concentrate on the potential Virtual Reality has to be a perfect fit for this oft-overlooked model of critique and, frankly, revel in the knowledge I live in a world where it can not only exist, but exist in an open, generative, bottom-up form that's true to a pioneering ideal of the medium in a way unlike anything else I've seen in recent memory. There may very well come a time when this too is subsumed by the soulless corporate lowest-common-denominator chasers or misguided hipster artists that have the run of the industry today, but for right now let me bask in the afterglow of an unexpected victory for not only the video game spirit that caused people like me to fall in love with the medium a long time ago, but also the playful underclass that helped light the spark of that ideal in the first place. If this is where one of the medium's leading lights is pushing the medium to go, then I for one am behind him totally and completely and hope he gets all the support and resources he needs. I'd adore for this to be our future and can't wait to see how inspired developers utilize the potential of this new technology to make the most evocative artistic video game works to date. Just this once, I hope a so-called “innovation” lives up to its hype instead of becoming a last-minute cash grab in the dying throws of a generation desperately tossed out by publishers who know they can no longer compete, destined to be abandoned as quickly as they were introduced.

Please, oh please let me be right about this one.

Friday, May 4, 2012

“Filled was the air with a dreamy and magical light”: Mí Bhealtaine and the Dream-Child

"A cat may look at a king..."
A pet hobby of mine has always been studying the often-uncanny reoccurring patterns that surround different facets of history, mythology, folklore and language. Call it the result of synchronicity, “name games”, the emanation of a mysterious Fortean psycho-social “Twilight Language” phenomenon or simply the human brain attempting to make sense out of randomness, such patterns seem omnipresent and have always caught my interest. One of the key premises of this school of thought is that certain names, dates, places and events, via coincidence and written historical narrative, become “vortexes” for an unusually high concentration of sociological artefacts and are transformed into, in a sense, pseudo-sentient forces that inspire mimicry and happenings.

Take May 4 for example: This date has born witness to a number of intriguing historical events and movements over the years, particularly those involving politics and power structures. A cursory look at Wikipedia reveals that on this date in 1493, Pope Alexander VI split the Western Hemisphere over the Line of Demarcation, a key moment in the development of colonialism; in 1776 Rhode Island rejected the authority of King George III, the first American colony to do so; Napoleon began his exile on Elba on this date in 1814 and key battles in the War of the Roses, the Fourth Anglo-Mysore War, the American Civil War and World War II also all took place on May 4. In addition, Margaret Thatcher first took office as Prime Minister of England on a May 4, a date which, perhaps ironically, had in years past also seen two infamous civil uprisings: The Haymarket Square Riot in 1886, in which a bomb was leveled at police trying to break up a labour protest in Chicago, and the Kent State Massacre in 1970, in which peaceful Vietnam War protesters were gunned down by riot police at Ohio Kent State University.

Perhaps the most important happenings on this date, at least the two most relevant to the purposes of this article, were two events a world apart geographically and decades apart temporally. On May 4, 1919, students gathered en masse in Tienanmen Square, Beijing to protest the Chinese government's response to the Treaty of Versailles. By this point China was governed by a fragmented group of warlords, the Qing Dynasty having been overthrown during the Xinhai revolution in 1911. The fractured government was easily taken advantage of by influential Western powers, who attempted to divide China into spheres of influence. The tipping point came when the province of Shandong, annexed by Germany during World War I,was transferred to Imperial Japan as a result of the signing of the Treaty of Versailles, resulting in large-scale student revolt. This protest, dubbed the May 4th Movement, could be seen as the political climax of a larger cultural movement known as the New Culture Movement, typically seen as lasting from 1911-1921. The New Culture Movement was initially born out of young scholars' reaction against traditional Chinese values and society, seen as having failed after the fall of the Qing Dynasty, and was guided by a desire to explore and embrace concepts such as democracy, globalisation, cosmopolitanism, individual liberty and sexual equality.

Meanwhile, thousands of miles away and decades earlier, a young girl named Alice Pleasance Liddel was born on May 4, 1852, a date which a mathematician friend of hers who went by Lewis Carroll would later use as the birthday for another Alice, and the setting for one of the enduring classics of literature.

Speaking more broadly, the first week of May has traditionally held a very unique power over people, dating back to some of the earliest historical records we have. The Celtic peoples of Ireland, Scotland and the Isle of Man referred to May 1 (another date with a history of political turbulence) as Beltane-Technically Lá Bealtaine, literally “The Day of Beltane”, as opposed to Mí Bhealtaine, or “The Month of Beltane”. As it marks the halfway point between the Vernal Equinox and Summer Solstice, this was considered the start of summer and one of the most important times of the year: A time for purification, transition and reverence. Beltane is in many ways a mirror image of Samhain on October 31, the day now known as Halloween: Both are liminal dates between seasons set aside for festivals and introspection and times at which the boundaries between the physical and spiritual realms are particularly loose and permeable.

The Celtic people believed that, in addition to the domain of the living, there existed a separate plane where the spirits dwelt: Sometimes described as lying across the sea on uncharted islands to the west, underground within the barrows that dotted the landscape or simply in a related, but separate dimension alongside the physical world (or perhaps some combination of all of the above), the Otherworld was the domain of the aos sí. Comparable perhaps to modern conceptions of fairies and elves and indeed the basis for many of these beliefs, the aos sí were mysterious, unpredictable nature spirits, deities and deified ancestors. Sometimes they were the descendants of the Tuatha Dé Danann, the original inhabitants of Ireland forced underground by invaders who mastered spiritual and arcane arts to become beings of mysticism. Beltane and Samhain were two of the dates it was said the aos sí could walk freely among the mortals, and the mortals could walk freely among them owing to their liminal position on the calendar. Liminality on the calendar, it would seem, translates to liminality in our lives.

It is perhaps worth noting that modern astronomical research actually places the precise date for the solar midpoint between the Vernal Equinox and the Summer Solstice closer to May 5 or May 7 (the former of course being celebrated today as Cinco de Mayo, the commemorative date of the unprecedented Mexican victory over occupying French forces in the state of Peubla, Mexico in 1862), but this can of course change year to year.

The start of summer then, the time of Mí Bhealtaine, would appear to be in general a time of year marked by transition, change, upheaval and liminality. It is also a deeply spiritual, mystical time according to the ancient Celts, the melding of the human realm with the Otherworld offering a profound, if temporary, restructuring of philosophy and cosmology. It's perhaps fitting then that summer is the time of year most beloved by Lewis Carroll, whose fond memories of summers gone by inspired his greatest work, the diptych Alice's Adventures in Wonderland and Through the Looking-Glass and What Alice Found There. Wistful, nostalgic yearning for the enchantment and spirit of the season is the dominant theme of the prefatory and closing poems of both Alice books, plays a significant role in the closing words of the first book and, in his Easter Greeting dedication to the 1876 edition of his oeuvre, Carroll encourages his readers to remember the dreamlike atmosphere of a summer morning and to hold on to the knowledge that, no matter how dark life may get, we will all “one day see a brighter dawn then this”.

It's clear that summer was a special time for Lewis Carroll. He seems to have associated it with childlike innocence and strength, two virtues he treasured and valued almost above all else, certainly helped by his summer boat trips with Alice Liddel and her sisters during which he would tell them stories, one of which became the first draft of Alice's Adventures in Wonderland and provided the inspiration for the poems book-ending both works. For Carroll then, summer represented a time when we could let go of our vice-grip on the dull, pragmatic realities of this world and allow our imaginations to view the universe with rapturous, if sometimes fleeting, sense of wonderment. Perhaps curiously, both parts of the story are set during Mí Bhealtaine: The first book is set on May 4, while the second is set on November 4, marking a key moment in the development of that book's theme of mirrored reversals: Alice leaves her house in early winter through the Looking-Glass and comes out the other side to find a sunny summer day. Also, November is, of course the start of summer in the southern hemisphere.

Despite this however, the most engaging connection between Carroll and the season may actually come from the pseudo-sentient life force his own text has acquired, and, in particular, that of its heroine. Perhaps contrary to popular belief, it's quite clear the Alice in Alice's Adventures in Wonderland and Through the Looking-Glass and What Alice Found There is not meant to be anything so dull as an insert avatar of Alice Liddel. Although he initially told an early version of the story to Alice Liddel and her sisters, the books' protagonist does indeed share her name and undoubtedly owes much else of herself to her, Carroll went out of his way to remove or bury personal signifiers, identifiers and in-jokes in the versions that made it to print. John Tenniel's illustrations of Alice look nothing like Alice Liddel (Apocryphally she's supposedly based on Mary Babcock, another friend of Carroll's, but this has yet to be fully confirmed). Indeed, an oft-overlooked fact about Through the Looking-Glass is that many of its core themes and motifs, most notably those of mirrors, opposites and inverses, was inspired not by Alice Liddel at all, but by discussions Carroll had with another Alice: His distant cousin Alice Raikes.

No, the Alice in Alice's Adventures in Wonderland and Through the Looking-Glass is something far more subtle and fascinating. She is, as often described by Carroll himself, the “dream-child”: She represents the idealized pinnacle of Carroll's worldview and embodies the purest form of the ideals he saw in his friends and wished to cultivate in all of us. As Carroll himself said, in the dramatis personae for Alice on the Stage:



"What wert thou, dream-Alice in thy foster-father's eyes? How shall he picture thee? Loving first, loving and gentle: loving as a dog (forgive the prosaic simile, but I know no earthly love so pure and perfect) and gentle as a fawn: then courteous—courteous to all, high or low, grand or grotesque, King or Caterpillar, even as though she were herself a King's daughter, and her clothing wrought of gold: then trustful, ready to accept the wildest impossibilities with all that utter trust that only dreamers know; and lastly, curious—wildly curious, and with the eager enjoyment of Life that comes only in the happy hours of childhood, when all is new and fair, and when Sin and Sorrow are but names — empty words signifying nothing!"


Alice is the dream-child. The dream-child, through an open mind, strength of character, curiosity, love and retention of the wide-eyed inspiration of a child, becomes privy to the myriad worlds and possibilities that exist alongside and around ours, but that are conceivable only to the mind of a dreamer. As she states in a famous (and often misinterpreted) quote from Through the Looking-Glass, Alice “ca'n't believe impossible things”. Logically, however, this means what she sees around her are possibilities. She might not always accept them at face value (Carroll once said that trying too hard to believe things that couldn't be true wore one's mind out), but she won't write them off as “impossible” either because impossible things can never be true and are therefore not worthy of consideration. As Alice is considerate to and of everyone and everything, she naturally has no room in her intellectual toolbox for impossibilities: The ultimate declaration and fusion of both childlike trust and mature open-mindedness.

The dream-child is, by necessity, liminal. Because Alice can conceive of and accept the possibility of anything, if not believe the utter certainty of anything, she is the only character in any of the Wonderland works to be able to freely travel between worlds. The most obvious example of this is in the beginning and end of the books themselves where Alice enters and leaves Wonderland. The famous “all just a dream” reading of the climax of Adventures in Wonderland is in fact loaded and has the potential to be dangerously misleading: Alice wakes up at the end of her adventure, yes, but what's overlooked about the scene is that it seems to be meant as a telling bit of role reversal-After retelling her escapades in Wonderland, Alice happily scampers off thinking of them all the way and her older sister falls asleep and begins dreaming herself. However, her sister dreams of Alice's dream and, critically, remains conscious all throughout. She “half-imagines” herself in Wonderland and can appreciate the beauty and magic of this Otherworld, but only on a theoretical level because she remains grounded in pragmatism and knows as soon as she opens her eyes it will all be revealed for the make-believe is truly is. The implication, meanwhile is that Alice is off having more adventures even awake, while her sister can only conceive of the lands she visits with her eyes closed. This is the difference between Alice and her sister: As the dream-child, Alice can effortlessly transgress the boundaries between worlds at will, an ability her sister has lost, having used maturity as an excuse to allow herself to be subsumed by the mundane.


"Remember, remember..."
Alice's liminality, and her ultimate destiny as the dream-child, are major plot points in Through the Looking-Glass and What Alice Found There. Once she crosses the boundary into the mirror world, the story soon becomes (put most basically) about a chess game played out with all the characters representing specific chess pieces and Alice's desire to become a Queen. This is most commonly read as Carroll's way of dealing with his estrangement from Alice Liddel and the inevitability of her growing up and losing her innocence, especially when taken in the context of the rather dark and funereal poems he placed at the beginning and end of the book. However, if we take that Alice in Carroll's story is the dream-child and not simply a rote stand-in for Alice Liddel (not to mention the recorded fact part of the book's impetus came from a different Alice entirely), we can approach this part of the narrative from a fresh perspective: I posit that the reason Alice is trying to become Queen is not because she wants to grow up and leave her wandering days behind, but because she knows the rules of chess. Alice explicitly starts the game as a White Pawn (she's told inasmuch by the Red Queen) and knows, just as the clever mathematician and chess expert Carroll knew, that there is a rule where a Pawn can become any piece the player chooses if it reaches the last square of the board. Naturally, the obvious (dare I say logical) choice would be the Queen: The piece with most freedom and range of movement, and thus the most powerful. This, I argue, is what Alice desires: Not the stuff and fussiness of mundane adulthood (it's telling once she returns to her house at the end she resumes, and with abandon, the curious self-addressing nonsense logic that's been creeping into her vocabulary over the course of both books), but the freedom to control her own destiny, to transgress against and explore both worlds (thus also mastering them both) and to keep her mind open to possibilities.

It may also be worth noting that Through the Looking-Glass takes place on November 4, the day before Guy Fawkes Night in England. This date, commemorating a failed anaracho-terrorist plot to destroy the House of Lords (while it was in session), seems of particular interest to Alice, who asks her cat if she knows “what to-morrow is”. It would seem unusual to me that someone who is drawn to that kind of history and who has, in the course of two short stories, overthrown two major monarchies (for one of which she essentially spearheaded a revolutionary coup d'etat), is gravely concerned and interested in the plight of a working-class wasp, has frequent discussions with herself about ego death, carries on stimulating two-way conversations with herself and her cats, worries about breaking rules she just invented and enjoys pretending to be a hyaena and that her nanny is a fresh kill would be particularly concerned about emulating royalty and fitting in with social convention of the time. It would seem, if anything, that dream-Alice is an almost willfully marginal, anarchic character. She's surely not going to grow up to fit in with Victorian elite, and she doesn't seem to completely fit in with the denizens of Wonderland either as she is in frequent conflict with them (although this becomes more tempered and academic as of Through the Looking-Glass). She is truly liminal then; someone who can transgress and explore both worlds and, by remaining marginal, master them both as well.

This would most likely please her foster-father because, whether it be owing to his dualistic life as simultaneous childrens' book writer, friend to young girls, esteemed mathematician and college dean or the somewhat awkward way he apparently carried himself Lewis Carroll was most certainly a marginal figure himself who didn't quite fit in with the world of Victorian elite he surrounded himself with. This becomes most clear knowing a great deal of both Alice books is actually little more than thinly veiled political satire skewering Victorian cultural norms and the elite and that John Tenniel, whom he hired to illustrate them, was famous as a political cartoonist at the time. More evidence can be found in the fact Carroll found the courage to troll Queen Victoria herself: After reading a fan letter of hers in which she praised Alice's Adventures in Wonderland and requested a signed copy of his next book, Carroll proudly sent her majesty a special print of a mathematical proof. This becomes arguably textually overt during the infamous Mad Tea Party chapter where, in one scene, The Mad Hatter criticizes Alice for wearing her hair too long. This is a critique that would never be leveled against a young girl like Alice Liddel, but it is most certainly one that would be leveled against a man of status like Lewis Carroll, who was known to keep his hair longer and shaggier than was customary. Knowing all this, it becomes becomes even more difficult for me to read dream-Alice as a straight representation of Alice Liddel and much easier in fact for me to read her as the liminal, anarcho-feminist dream-child who bears as much influence from early postmodern ideals and Carroll himself as she does from Carroll's most famous friend.

Liminality, transition, change and upheaval. These are all themes and motifs the Celts believed surrounded the time of Mí Bhealtain and seem to have been the trend of history. They are also ideals Lewis Carroll's dream-Alice seems to embody enthusiastically and triumphantly. For him and her, as them, summer was a magical time indeed. The most important festival for the Celts also took place during the summer: During Midsummer, the summer solstice, it was almost a guarantee the boundaries between our world and the Otherworld would finally dissolve and the aos sí were free to roam uninhibited, their celebrations being plainly visible from atop the hills and barrows. In Forteana, it is said an unusual uptick in sightings of mysterious or unexplained phenomena coalesce around this date. For Lewis Carroll, everything that makes life worth living is on display this time of year.

It is perhaps very appropriate that the liminal, anarchic Alice is intrinsically linked to Beltane; the summer's spirited and emotionally charged beginning. Her birthday is May 4, the same as Alice Liddel's to be sure, but also a day of extreme significance to both history and the texts at hand. May 4 is also the date on which Adventures in Wonderland takes place, as we can discern from Alice's dialog with the Mad Hatter. That same Adventures in Wonderland that begins by Alice entering a doorway in a hillside and falling out of this world into another one. That same Adventures in Wonderland that ends with Alice maintaining the ability to walk between realms. That same Adventures in Wonderland that was originally titled, among other things, Alice's Adventures Under Ground, Alice Among the Elves and Alice's Doings in Elf-Land. A remarkable coincidence, to be sure, or perhaps not, depending on one's perspective. Deeper and deeper still goes the rabbit hole of Twilight Language.

The dream-child's influence on subsequent fiction has been substantial, but perhaps nowhere does it seem to have had the most dramatic effect then on the medium of video games. The easiest example to cite would be American McGee's 2011 offering Alice: Madness Returns. McGee, a veteran designer on such groundbreaking works as the Doom and Quake series for id Software, set about to reboot Carroll's oeuvre drawing in elements of Gothic psychological horror. The result was the cult favourite American McGee's Alice in 2000, which reconceptualizes Alice as a young mental patient institutionalized after her family burned alive in a house fire when she was a child. The game centres around Alice's attempts to rebuild Wonderland, here cast as her mental “happy place”, and thus cure her illness. Madness Returns is a further reboot, adding in the twist that [spoilers to follow] Alice is not mentally ill at all, but is being treated that way and manipulated into believing it by opportunistic forces in Victorian society who have it in their best interests to keep her marginal.

While not necessarily my favourite interpretation of the character, Madness Returns does echo a few themes and concepts I feel are intrinsic to her: McGee casts Alice as explicitly liminal here, a number of times having his supporting cast point out she's easy to silence because she is an orphan, a loner, an outspoken rebel, a woman and someone who has been labeled insane. A major plot point in the game involves Alice coming to terms with this fact and learning how to take decisive action to use this liminality to her advantage and turn it around against her oppressors. In the end, she overthrows an authoritarian, controlling power and takes charge of her destiny, much as she did in Adventures in Wonderland and Through the Looking-Glass.

Perhaps more relevantly to our purposes though, are the following: Firstly, Alice: Madness Returns launched on June 14, 16 and 17, 2011, depending on the region. While none of these dates are Beltane or Midsummer, the season and month of June are perhaps worth noting (June having previously been mentioned in Walt Disney's 1951 film adaptation)-Lewis Carroll would certainly approve, at least. Secondly is Madness Returns' curious focus on eastern spirituality: An entire chapter of the game takes place in a surrealistic world based on Buddhist parables and dynastic Chinese history. Buddhism in fact becomes a major theme in the plot, as the Caterpillar takes on the role of a Tibetan monk who sets Alice on a path to a kind of Nirvana: Literally, freedom from her mental suffering brought on by her subservience to Victoriana. Recalling Alice's interesting fixation on identity and ego-death in the original books (she in turn forgets and renounces her name and famously says “I'm not myself, you see?”) it seems obvious McGee is taking this thread to its logical conclusion.

While the actual level contains elements from Indian and Japanese culture as well (most likely as a comment on and indictment of the crass Orientalism of the time in which the story is set, or perhaps that McGee still observes in our society today; it's literally titled “Mysterious East”) the underlying spiritualist metaphors remain fairly clear to me. This becomes especially noteworthy when taken in the context of Alice's previous flirtation with Chinese culture and philosophy: Recall both Alice Liddel and the dream-child have May 4 as their birthday, the date that is famously associated with the New Culture Movement. The very movement that sought to re-examine or tear down the existing dynastic order and replace it with an emphasis on cosmopolitanism, material social progress and gender equality. Most deliciously of all, one of the leading lights of the New Culture Movement was Liang Shuming, who was a Buddhist scholar (and also noted critic of Marxism and Westernism, believing them limiting and misguided and doomed to failure, respectively) and another, Cai Yuanpei, was an anarchist. I can't think of synchronicity more beautifully elegant than this: American McGee using the language of Buddhism to tell a story casting dream-Alice as an anarchist revolutionary that invokes the New Culture Movement and is seeped in a linguistic, intellectual and historical tradition of upheaval, change and transgression.

As intriguing as all this metatextual synchronicity might be, I feel the single most important thing Alice: Madness Returns contributes to the discussion is actually by virtue of its in-jokes. Peppered throughout are subtle references and shout-outs to other groundbreaking games: There are three levels in which Alice enters a two-dimensional world on a canvas by leaping into it and must jump from platform to platform, at once invoking the original platforming adventure game Super Mario Bros. in its gameplay and its sequel Yoshi's Island in its visual style, evocative of hand-painted tapestries. Additionally, the act of Alice leaping into a painting is clearly reminiscent of Super Mario 64, in which it is a core game mechanic. Alice has a dodge move which involves her turning into a flock of butterflies and traversing great distances very quickly, much as protagonist Amaterasu does in Ōkami. Certain bonus stages involving manoevering a spheroid through a twisting, multi-tiered maze evoke both the arcade classic Marble Madness and certain parts of Sonic the Hedgehog, as well as SEGA's own ball-rolling puzzler Super Monkey Ball. Finally, in the bottom depths of Queensland, the ruins of the Queen of Hearts' domain in Madness Returns, Alice can find a skeletal effigy of a small figure wearing large goggles and apparently poised as if he were focusing his mind on something. Fans of the game Psychonauts, by former LucasArts visionary Tim Schafer and his team Double Fine, will immediately recognize this as Razputin, that game's protagonist. What makes this especially clever is that Psychonauts itself features a scene where Raz follows a rabbit down a hole into a universe his mind creates.

What makes these endearing asides interesting, aside from them being affectionate nods to games and designers American McGee likes and was inspired by? I think a very compelling case could be made that acknowledging these specific works, and with such clear focus and intent, is actually part of a larger phenomenon that reinforces the legacy of the dream-child in modern fiction, particularly video games. In pulling together this reference pool of beloved and hugely influential games, what McGee has essentially done is to firmly place dream-Alice, via his own personal interpretation of her, into a tradition of writing and game design expressly drawn from the raw creative energy of liminality, imagination and dreams. There is a sense that not only are we bettered by our visions, but that our visions and worldviews are what gives us strength and allow us to interact with all planes in a healthy and engaging manner. And furthermore, that despite the physical, emotional and psychological battering she takes in McGee's games, dream-Alice is still a role model to strive for because only by channeling her can we unlock the true potential of ourselves, our minds, and the worlds around us. Layers and layers of Twilight Language take us back to the New Culture Movement, to Lewis Carroll and that sacred Celtic summer, to eternally revolutionary ideals such as feminism, equality, liminality, cosmopolitanism, open-mindedness and the desire and power to bring down corrupt institutions and power structures through logic, sense, love and dreams.

It makes a great deal of sense, and is very fitting, that American McGee should reference Shigeru Miyamoto's games to the extent he does and cite him as a major influence. For in regards to video games, he is perhaps the earliest, and certainly the most appropriate, luminary to trace this particular intellectual lineage back to. I've mentioned it before in passing and it's a matter of public knowledge, but now it's time to seriously analyse it: Miyamoto was strongly inspired by Lewis Carroll, and in particular, Alice's Adventures in Wonderland and Through the Looking-Glass. Knowing this, it's easy to spot its influences everywhere in his games-The Legend of Zelda: Ocarina of Time, for example, deals overtly with Link travelling between two worlds; one the domain of childhood and one of adulthood. The climactic scene, after all, involves Link being sent back in time to experience childhood as it is something Zelda feels has been robbed from him by his obligations as Hero of Time. This is very reminiscent of at least a common reading of Through the Looking-Glass, but more overtly of Carroll's admiration for the strength and wisdom he found in youth. Many Zelda games also begin with Link “falling out” of one world and into another-This is not as overt as in Alice as for him it usually involves leaving his isolated, insular village and discovering the expanse of Hyrule (evidence of Miyamoto's adoration of exploration and discovery), but the metaphor can still be read I argue.

Despite some clear Carrollian influences in Zelda, it's still Super Mario Bros. that for me most vividly reflects Miyamoto's debt to the dream-child. The homages are everywhere: From the obvious (mushrooms making one shrink or grow depending on which one is eaten) to the slightly more subtle (Mario and Luigi travel underground and overthrow a tyrannical despot). What's more, the basic plot is almost a complete reiteration, as Mario and Luigi enter a strange new world and traverse its length as part of their quest. In fact, Super Mario Bros. can be argued to have a double invocation of the dream-child: Mario and Luigi to be sure, but more importantly the *players themselves*, who Miyamoto is trying to reach and share his experience with. It's only logical-it makes perfect sense for someone whose most treasured memories involve exploring the forests and tunnels in and around his house and imagining them as epic adventures would be drawn to dream-Alice and her planewalking powers. It's clear that Miyamoto believes, just as Carroll did, that a childlike zeal and enthusiasm for the world, tempered with travel, wisdom and above all else a healthy respect for the power of dreams and visions, is the key to unlocking the secrets and mysteries of life and attaining enlightenment. A kind of Nirvana, if you will.


The influence Shigeru Miyamoto and Super Mario Bros. had on the development of video games as an artistic medium has been incalculable, and the motifs and concepts introduced with it have become so ingrained in the nature of what games mean to us that we oftentimes take them for granted. But if we pick up the ball American McGee seems to have started rolling and take this in the context of a larger metafictional ontological force, it becomes clear that it most certainly does not end with Miyamoto as Genesis because he, just like McGee, has positioned himself on a wondrous, branching path that stretches out from them both in all directions. The dream-child walks this path because everyone else on it invokes her in some form or another, but it doesn't even truly end with Alice either. Lewis Carroll gives us the language and the intellectual framework to have this discussion, but only because his dreams and experiences gave him the inspiration to codify them. A warm, mystical haze surrounds this path reminding us that there is magic all around if we know where to look: Over the hills, across the sea and within the barrows, perhaps, but dreamy summer mornings, Golden Afternoons and Twilight Language may forever allow us to visit them, so long as there is life left in the virtues and ideals they embody.

For me, it's times like this that cause me to reflect upon my own happy summer memories, where each day was filled with the warmth and freedom that seemed to assure anything was possible. Many a day did I spend doing my best to channel the spirit of dream-Alice, effortlessly immersed in the worlds to be discovered and the ones I could create on my own. Perhaps my very early exposure to Carroll's words has coloured the way my worldview has developed. The estimable Phil Sandifer uses “rabbit hole” as a metaphor for the transfixing hold certain works can have over us and how they can draw us in, seemingly forever. If that's the case, I've no shame in being a “rabbit hole” hipster and claiming the original as my own. As a child during those treasured summers, whenever I admired an especially sunny day or observed the magic in the wind rustling in the trees, I thought of Alice. Whenever I travelled far and away by myself to be alone with my thoughts and imaginations, which, as an only child living in the rural countryside I frequently did, I was Alice. Whenever I looked up and everything I saw was more than what I saw, it was through Alice's eyes I saw and to I still promise myself to make the time to think of her and keep her in my heart and soul. After all, one ca'n't remain a child forever, but the moment one loses a sense of wonder and hope, there's really not much use going on living at all. That the lesson I choose to take away from the dream-child of summer: Fairies are real, magic is everywhere, love is for everything, change will happen and believe possibilities. And, should darkness and pain find you, a brighter day then this will dawn on you someday.

Still she haunts me, phantomwise

Alice moving under skies

Never seen by waking eyes

"How do you get to Wonderland?/Over the hills and here at hand..."

Thursday, July 21, 2011

The Nintendo WiiU: What's It All About?

Ever since it was formally unveiled at E3 this past June, there has been much debate and discussion regarding Nintendo’s upcoming successor to the Wii: The confusing and confusingly-named WiiU. With its bizarre tablet controller and near-PlayStation 3 level specs, gamers and industry followers alike have been scratching their collective heads trying to figure out exactly what Nintendo’s strategy is, if there is one, and what this new console is actually for. Nintendo are rarely ones to leap into a major launch without a game plan and are certainly ones to buck convention, so in many ways this is a logical move by them, and yet, for many this isn’t quite enough to justify the WiiU’s existence

I’ll freely admit, even as a Nintendo fan from the very beginning and someone who staunchly defended the Nintendo 64, Nintendo GameCube and Wii, even I was baffled by the reveal. I couldn’t for the life of me figure out what the purpose was meant to be, why Nintendo was releasing another underpowered machine after how the Wii turned out in the minds of many and what on Earth the point of that ridiculous tablet was. In the months since, however, I may just have done an about face on the WiiU and now think it may just be one of the most brilliant moves Nintendo have yet done. I think I at long last “get” the WiiU and what its purpose is, and it’s all due to three seemingly unrelated bits of industry news. Let me explain:

One person who isn’t at all uncertain about the WiiU’s future prospects may also be one of the most surprising: John Carmack, the legendary co-founder of id Software and one of the many talented folks behind groundbreaking games like Wolfenstein 3DDoom, Quake and the upcoming Rage, has enthusiastically and completely thrown his support behind Nintendo’s new project. In an interview with IndustryGamers from earlier this month, Carmack made the claim that the WiiU is a “slam dunk” for id Software titles and Tech 5 games. He seemed particularly impressed by the controversial new tablet controller, stating:
"I think there may be more good uses of that [Wii U tablet] than [there are for] the current generation with Kinect and Move... there’s clearly a subset of games for which things like that are appropriate for,"…"We’ve been going on with how can we use those types of motion things with Rage and it’s hard to take a game that’s fundamentally designed around a controller and get value out of doing some of those other things, while adding extra touch interfaces there, that seems like something that almost every game could make some use of without it being just like, 'Oh, we have to do something like this.' Because if you remember, when the DS came out, there was a lot of talk about how, ‘Isn’t this going to be just a gimmick?’ But really it did turn out to be quite a good interface to build on."

Carmack’s comments came the same week as some other buzz he generated regarding mobile gaming and cloud computing. Carmack believes that not only is it “unquestionable” that mobile technology, like Apple’s iOS-capable devices and its legions of competitors, will continue to increase at an exponential rate, but will soon eclipse what is currently possible on home consoles. At the same time, however, interest in Triple-A titles on consoles like the XBOX 360 and PlayStation 3 has not decreased, but rather increased, stressing that the two markets are growing in parallel. Most interestingly, he sees the future of these developing technologies as arriving at a very unique place indeed:
“Could the bottom drop out on the triple A market because everyone’s playing Angry Birds? It doesn’t seem to be happening. The numbers don’t show that. We’re selling more big titles than ever before, despite having all of these other platforms out there. So it looks like it’s parallel growth rather than one stealing from the other. But platform wise, you could certainly imagine a future where, instead of having your console, you have your mobile device and it talks to your TV and when you want the experience on your big screen with the surround sound coming out of there, it’s still on the same device."

That last comment is particularly important to my overall theory, and I’ll return to it a little later on.

The third piece of what might seem like totally isolated news pieces that got me thinking is the minor upset caused when it was announced earlier this month that Nintendo would be releasing Pokémon-themed app for Japanese iOS and Android devices. This bombshell announcement caused quite a bit of a stir, with some claiming that this is the first sign Nintendo might be eyeing to get out of the console business, much as SEGA did a decade prior. Nintendo quickly issued a follow-up, assuring fans and investors this was not the case. Rather, the app came about because The Pokémon Company is technically a separate entity from Nintendo which only holds partial control over the franchise and can’t actually prevent TPC from releasing a game if there’s enough internal support for it. Despite Nintendo’s assurances, though, I can’t help thinking there might be an even greater plan at work, and it was John Carmack that got me thinking.

If Carmack is right, then what we think of as a video game console at a fundamental level is soon going to change and change dramatically. In the not-too-distant future, there will come a day when consoles will basically be interface ports from mobile devices to the television. What does this have to do with the WiiU and The Pokémon Company’s interesting, though perhaps questionable, choice of platform? Well, for one, look at that controller. What’s the one, universal reaction everyone in attendance at Nintendo’s E3 Press Conference had to it? What is the WiiU controller, essentially? That’s right: An iPad with control sticks and buttons. As soon as I remembered that, suddenly John Carmack’s cryptic comments and the bizarre move by The Pokémon Company made total sense: What the WiiU is, and the reason it exists is quite simply to provide the first steps into that mobile-centric future Carmack imagined. That’s also why TPC is making overtures to support Android and iOS: neither they nor their parent company are at all thinking about dropping out of the hardware business: Rather, they’re keeping a close eye on the booming mobile market because they are envisioning a day when those machines will be the dominant gaming platforms and will link directly with Nintendo’s home consoles. The WiiU and its tablet controller then are by no means mere me-too gimmickry on the part of Nintendo; instead, they are an essential gateway into a new era in the industry that increasingly seems not only possible, but probable and unavoidable.

In the time since I originally started drafting this piece, quite a number of other sources have added their voices to Carmack’s in their support of the WiiU: Reps from EA, Activision-Blizzard, Ubisoft and Insomniac have all come out to heap massive praise on Nintendo’s new console. While the bottom line stresses the more developer-friendly appeal of the system, there does seem to be an underlying interest amongst all these developers that this controller is something special. We’ll all have to wait and see how it turns out and I’m certain there are many gamers still unconvinced, but, at the moment and at least to me, there’s a strong possibility that the WiiU could in fact become, in the words of Ubisoft CEO Yves Guillemot, a “…huge improvement over what can be done in the console business today”.

Sources: IndustryGamers, Gamasutra, GamesRadar