This Game Has No Warp Zone: A Review of Pipe Trouble

Pipe Trouble

“I like games with consequences.”

This is what a friend of mine told me not too long ago with regards to online games, but it is a sentiment that can easily be applied to video games in general. I know that I–and many other more eloquent and informed people on the matter–have stated that the medium of the video game can be used for more than just entertainment value. The medium of a video game is as its very core an interactive experience that, like any other art form, can get us to relate to the world around us in a different way.

However, with regards to Pipe Trouble, there is also the matter of responsibility to consider as well.

Pipe Trouble is a game created by Pop Sandbox Productions, produced by Alex Jansen, and co-designed by Jim Munroe. It was apparently made as a companion piece to the TVO-commissioned documentary Trouble in the Peace: a film directed by Julian T. Pinder and produced by Six Island Productions about gas leaks affecting Northern British Columbia farmers in the Peace River region and in particular one man and father, who has decided to do something about it.

Before I decided to write this article, I did not know that Pipe Trouble was a digital complement to this documentary. In fact, the entire subject matter that both the film and the game seem to encompass–Canadian farms encountering potentially lethal gas leaks from pipelines of gas companies in their regions–is not usually something I tend to focus on with more than passing attention. After a while, and as cynical as it gets, news of “corrupt corporations, victims and innocent bystanders, and eco-terrorist reprisals” tends to become oversimplified by the media.

It is one thing, however, to hear and watch something about a matter that seemingly doesn’t concern you as an individual. It is a whole other thing to find yourself in a situation–even if it is a simulation with a satirical veneer–where you are in a position of great responsibility.

What Pop Sandbox is attempting to do to this regard is not something new, but rather it is a very familiar idea they have worked with expressed into a different medium. While I did write an article or two on Kenk: A Graphic Portrait a fair while ago, what I might have neglected to mention is that one major theme in the graphic novel–also made by Pop Sandbox–is that everyone has a part to play in a particular social action. In the case of Igor Kenk and his stolen bicycles, it is made clear that everyone–to the people who bought bicycles from him, to even the people who purchased their stolen bikes back, to law enforcement and Toronto City Hall–knew about what he was doing and, just as they condemned it, they also tolerated and even to some extent accepted it a part of their social system. With regards to Kenk, Pop Sandbox illustrated–quite literally–how Igor Kenk was just part of a social dynamic–of a collaboration–in which the rest of the city was also a part.

But Pop Sandbox goes even further with Pipe Trouble. While Kenk simply observes a social structure and interaction, Pipe Trouble makes the player-audience interact immediately and directly with the issue as clearly, and as simply put, as possible.

In other words, you–the player–are placed as the manager of a gas company apparently situated in the Canadian Province of Alberta and you must please your superiors and make them money, keep the people who need your corporation’s services in mind, do as little damage to farmland, animals, humans, and the environment as possible, and try not to piss anyone off.

It is very clever. It is very easy to vilify a company or a corporation as a soulless entity that only caters to the very rich, squashes agriculture and “the lower classes,” and pollutes the environment without any understanding of what it might be doing or–worse–even care. It is just as easy to lionize a pipe bomber as a freedom fighter against a tyrannical force even as it is to denigrate them as a terrorist that likes to destroy human lives and a Western way of life: whatever that is.

However, natural gas is one of those resources necessary for a modern society to function and a corporation is made by people. As such, someone has to be in charge of providing that corporation’s service, making a living from it, avoiding bad press and blame while attempting to integrate their industrial system into the environment and those existing within it with as little damage as possible. It is no tall order and not an enviable position: especially when you are forced to do it in a game.

It is no coincidence that this game is modelled after the 1989 puzzle game alternatively called Pipe Mania or Pipe Dream. And even though the title itself brings to mind some bad bodily jokes, even that connotation has its point when looking at the game. In Pipe Dream, you have to build pipes to direct the flow of filth inside of a sewer. Pipe Trouble takes a similar mechanic and makes the oncoming substance also toxic, but also worth money. One person’s poison is another one’s livelihood.

You have two men on either of your screen. I would be tempted to call them “the angel” and “the devil” on either of your shoulders, save that both of them aren’t necessarily “good” or “evil.” The man on your left is a farmer that is watching your progress in placing down pipes with oncoming gas with great interest and caution. If you destroy the land too much, there will be protesters that will block your pipe route. How long they stay in front of your progress will all depend on just how much damage they perceived you to have done. This farmer will keep watching you and will warn you only once not to mess with his land.

Then you have the man on your right: your boss. He is the one informing you of when the gas will start flowing (right when you place a pipe down to get from Point A to Point B) and he will keep track of the money you are making … and losing with delays. That’s right. If you do not place your pipes fast enough, not only will you risk a gas leak poisoning a lake, killing animals, and other horrors but you will lose your company money and your boss will sure as hell hold you responsible and, if we are going for realism, probably put it all on your head when the bad press comes out.

I swear: when I first played this game and that gas started to flow and sometimes I didn’t move fast enough, or have the right pipe piece to place down or even put it in the proper place, that sense of panic sets in. Then you add the pixilated animals that prance and eat in the woods and you are thinking real hard about how to not disturb them: never mind potentially kill them. And that is not even including the fear of getting more protesters in your way that will get more organized and then sometimes even use some nice industrial sabotage against your pipeline: causing more death, destruction, money loss, and bad press. And guess who would probably be held responsible for all of that?

You’re looking at yourself.

It’s like playing Tetris … only with people’s lives. And remember how I didn’t make any bodily function jokes? Well, the ideal is to treat the entire process like the human body. The release of energy, the disposal of waste, and the structure of what you are trying to build is supposed to create a balance with the ecosystem, agriculture, and animal and human health. But as you play and it gets harder, you will become aware of the fact that this game is an idealist’s nightmare. You will have to make some very difficult decisions as you realize that you might not have time to build around that forest to your pipeline’s destination or you might have to be innovative and make some alternate routes in a very set time frame, but in the end you will have to make some very hard choices.

Do not let the game’s cheerful 8-bit pixilated graphics and basic soft-edged square shaped sprite characters fool you. Jim Munroe was also co-designer behind this game. He is an independent Canadian science fiction and comics writer, among other things, that likes to take grandiose topics like haunted TTC Stations, North America becoming destitute in a futuristic era, and a post-apocalyptic world after the Christian Rapture and completely twist them upside down and make it about human characters and life going on. More than coincidentally, Munroe is also the Hand Eye Society’s Project Coordinator for the development of the Torontrons: essentially retrofitted arcade cabinets that play newly made video games. He may have been involved with the pretty nifty creation of the Pipe Trouble game cabinet as well: which, as the link explains, will be placed in areas of high traffic such as universities, city centres, and tourist attractions.

I don’t know what else to add here. Inter-dispersed between levels are radio segments from news anchored events dealing with natural gas industry controversies which I didn’t originally hear until I played the game again at home on the free trial demo. Also, not too long ago I found out that the game itself has created a whole lot of controversy. Apparently TVO–one of the game’s sponsors–has been accused, among other things, of potentially giving eco-terrorists “ideas” by supporting the creation of the game. TVO has apparently removed links to Pipe Trouble from their website with pending investigations into the matter on their end to see if they were in “the wrong.” There seem to be some definite misunderstandings over various issues, but if one goal of this game is to encourage people to think, then controversy–though unfortunate–is one way of getting there. Either way, it definitely hit a nerve in that intersection where art and politics clash.

I think my concluding thought about this entire game is that the title “Pipe Trouble,” again, can mean a lot of things. And it wasn’t until I read the above article that I began to think about it a little more. I don’t generally look at these kinds of games, never mind write about them–especially with how close it comes to politics–but there is something really fascinating about the dynamics that Pop Sandbox attempts to create, identify, satirize, educate and help people relate to. And politics itself is an exchange of power and watching how and through what medium that power is ultimately exchanged through.

You see, I’m looking at pipes as symbolic of devices that link us together and support a communication of ideas. They can create a very interactive and comprehensive system of healthy self-regulation but when there are so many elements in play, things can go wrong, words can break down, and people and the world around them can suffer for it. But whatever else this game accomplishes, it definitely makes you think about these issues and how they are not entirely separate after all: neither from each other, nor from you.

The Heavy Weight of an Unwoven Twine

I’m writing late to state that I finally started working on my Twine game in earnest.

It was a long time coming and it is a long time going. This particular odyssey began in the wintertime when I finished reading Anna Anthropy’s Rise of the Videogame Zinesters and I felt this burning urge to create my own game. Yes. The urge is that bad and it’s something that neither medical science nor organized religion can cure. No, my only bet after that is embracing the spiritual practice known as my creativity and delving into a place I know fondly as “What the Fuck.”

“What the Fuck” and I go way back: so much so that I usually use it for punctuated emphasis. But here it has become its own pronoun. Its own self.

So first off, I do have to say though that when you start to make a Choose Your Own Adventure Game of any kind–on paper or electronically–you begin to realize that you will have a lot of work ahead of you.

The first issue was figuring out what kind of story I wanted to tell. I mean, the fact of the matter for me is that I more or less know what I am going to say. It is the details that are challenging. It is not so much what I am going to say, it is how I am going to say it.

I do have a few things in my favour already however.

The main thing is that I know that there will be alternate branches and pathways in this story: and this aesthetic will determine the narrative structure. I won’t leave it at that, though, because I know how entirely boring talking about structures can sound. I actually started working on the idea of this game months ago: specifically writing the different worlds and places that I planned for “you”–the player–to visit and interact with. I typed up said Notes in the Draft section of my gmail account and then printed them out: to which I started writing extra places and notes on the margins.

All of the above has been the easy part. Now I am going to tell you the rest of my experience so far in fulfilling this promise–this challenge–to myself.

After I finished my notes on planes and worlds that embodied some key concepts that really stick my head, it occurred to me that this sucker had neither a title to its name, nor a name to its title. Pick one. ;P You might think that, in the initial stages that I was in, this would be nothing but in actually it is everything. I mean, sometimes I even have difficulty defining a Blog post I’m working on, so you can only imagine what this this like.

A title to a work summarizes and focuses everything that you are trying to say in a clear way that gives the reader, or in this case the player-reader, a sense of your own slant: your own vision. So for a while, I had nothing. I realized that I couldn’t flesh out what I had if I had nothing. Then, to make things even more messed up, I had parallel game ideas start to manifest at the same time: each vying for control over my Notes and trying to unify with one dominating over the others. It is an internal struggle that still threatens to manifest even at this time.

I’m not finished yet. So in addition to not being able to find a name to unify these warring idea-states, I also realized that I didn’t know what my narrative perspective was going to be. Quite simply, you know that second-person “You” pronoun? Yes. You. I’m talking about you. I was stuck between making “you” neutral in a futile attempt to make the illusion of a one size fits all, or a “you” that was more specific and had particular experiences that you, as the person and not the player-reader, do not necessarily have.

This was the state of creation at that time. I left it for a while and then, one day, I was sitting at my parents’ computer and I remembered a place: a particular realm that I wanted to make. So far, I gave my game idea a lot of working titles and names. “Hell” was at least part of one of these.

I was thinking to myself, not for the first time, that I am better at creating hell than I am at heaven. And then I thought to myself, “Matthew: how would you make a utopia?” A perfect world … I mean, we all know here that there is no such thing: at least not on the human plane. But I started thinking about what the closest thing to a utopia there was that I could get behind: something hard but something to work at.

Then I thought of a word I hadn’t remembered in a while. I wrote it down on a pre-scribbled piece of notepad paper in front of me: one of many that tend to form around me in my hazardous capacity as a writer with ideas. And it was then that this idea for a world or a state of being became part of the title for my game.

Hell still remains. You can thank my year-long reading of Paradise Lost for that and my own twisted mind. But I had something else now. I had a much clearer goal and something to work towards. I realized it was always there: I just had to name the bloody thing. Anyway, I still had some issues starting this because the ideas were still not recognizing the title that wanted to unify them into its twisted weird Twine narrative empire. They were still fighting.

So I did something else.

I did what I call now a “work-around.” I sat down and wrote out a list of books and other media that I could relate to. I imagined them as places or references that I could get the reader to relate to: making the outline of a ground that we might have in common. Then I went to sleep. The next day, I began working on the introduction to the game. Actually, that is a lie. It was the second introduction. I wrote the first introduction a while ago before I came up with the working title. It … got my point across, but it was too heavy-handed, kind of contrived and full of jargon. Still, it had some good points and some of those things will have a place in this version of what I am making now. Actually, I am making one world where you can choose to go that has Jargoning in it.

But I wrote the second introduction which hopefully sets the mood for the exploration and struggle that is about to happen. I made that and finished creating the Jargoning World.

And that is when the second level of difficulties have reared their heads.

You see, I am already feeling that this second introduction will potentially have to be rewritten. There is so much that I have to say. But I am also hoping that I can use another place to expand on it. If not, well, hopefully I will have enough of the writing done at that point to revise the beginning accordingly: Time Lord style. I’m also writing a lot of notes on a lot of the margins of this work. Bear in mind: I am writing this all down on note paper before typing it out. Think of this, all of this, as my first draft.

I am in the next part of this Project before I realized that I really needed a Travel Chart linking all of my worlds together: and where you can travel from where. So I did that, somewhat messily, and I know that will change as well: especially since I forgot a place to add already. :p I began to realize that all of these places that my game interrelate in ways I didn’t consider and it is mutating into a writhing nervous system that I need to keep growing and keeping track of.

Then I added another element that I want for the Ending and I am hoping that the Twine software–of which I have not really experimented with–will accommodate me. Yes, I did say that: though the tutorials make the overview look simple and I have played Twine games before I have not even experimented with Twine yet.

So this is the State of Chaos. And it also tells you something about me as well. I originally wanted to make a straightforward game that was, albeit, epic. Then I wanted to narrow it down into something more personalized and accept it as an early and not necessarily refined experiment. Now I realize I might well be writing a Twine novel.

I can never do anything simply. Ever. It tells you a lot about me.

I both love and hate it when this happens. I’m almost kind of … afraid. Because that is a lot of effort and it can take a lot out of me: something I know from experience.So far I’ve only worked on short stories, vignettes, and even some poetry. I have not worked on an epic work in a while and it can be terrifying: especially at the stage in my life right now. Even as it can be glorious.

It also helped, and didn’t help, that I played some awesome games these past couple of days and realized that I might be out of my depth, and even should I finish all of this–and I intend to because I feel like I really do have something to say–I don’t know if I will be making another one. It might be a one-off. And here I start to question if anyone would even bother to play it, or if I should be spending my time trying to find something that will “pay off” for me: whatever that is.

In the end though, I think my major hurdle is how personal this game is to me and I can’t not make it. So there it is. A whole post with vague details about an unmade Twine game with massive emphasis on creative process and no pictures to say that it is happening.

And despite and because of all this, I am still excited to be doing it. I will keep you all posted as this world continues to unfold. Until another time.

What I Did On the Anniversary of My First Blog Post: The Toronto Comics Arts Festival

This is going to be a late entry as I have been recovering from the last three days of attending–and volunteering–at the Toronto Comics Arts Festival. The first time I ever went to the Festival was when it was still at the University of Toronto: back in those days when I was still in Undergrad and working at York in 2007.

It’s an understatement to say that it has long expanded since. I came back to it in about 2011 while still in Grad School and then last year before my official Graduation. I mentioned in another post that it is about this time of year, specifically the month of May, where things have ended for me. Actually, this post is being made two days past the Anniversary of the online Mythic Bios: namely, this whole Writer’s Blog.

So let me celebrate this missed anniversary by telling you all a bit about my weekend at TCAF.

On Friday I reported to my set-up shift. I haven’t really lifted heavy boxes or tables in a while, so my arms are still all sore from that. But the company of my fellow volunteers was totally worth it. We all wanted to be there and, for me, it is a novelty to be able to talk with people with similar Geek knowledge and interests. Really, for that alone and working together with like-minded people on straightforward tasks it was totally worth it. I got my bright blue volunteer shirt along with everyone else, and then headed home to attempt an early night to wake up earlier the following day.

Well, after failing to go to bed early I woke up the next day and somehow found the Marriott Hotel without getting lost where Art Spiegelman was going to be doing some signings. So I naturally brought both of my volumes of Maus with me and waited in the line to meet him. It was only after a while that the volunteers on duty that day informed us that Spiegelman would only sign two books, and one of them had to be one of his new ones. I will admit, I was annoyed. Like I said, I had the old version of Maus that was divided into two volumes and I had been keen on having them both signed. I also didn’t see any of the new books that I was interested in.

At first.

I was tired and hungry and I almost left the line until I decided “What the hell, I’m getting to meet Art Spiegleman.” Then I found Breakdowns: essentially a large collection of his earlier work that I had either only seen excerpts of, or only saw references to in text books for my own researches. Some of these comics had led to the creation of Maus as well and also shed more light on his family life and his own experiences. In fact, some of the comics in there have that very 1960s to early 80s Underground Comix feel: specifically the pieces that really share Robert Crumb’s wobbly, sometimes vulgar but very iconic aesthetic.

By the time I got to see Art Spiegelman, he was sitting across from his wife–the stately Francoise Mouly–and the artist Frank Viva. He looked like someone’s elegant Viennese Jewish grandfather. I know he doesn’t come from Vienna or Germany, but that is about the only way I can physically describe him. I told him that it was a great honour to meet him. He seemed pleased to see that Breakdowns was one of the books I had and he described it to me as something along the lines of a building with which he keeps adding renovations. At one point he joked about whether not my name had changed by the second piece he was signing and I told him, “Not this time, but usually I change the number of Ts in my name just to mess with people.” He found that (very untrue joke) very amusing. Then I shook his hand and left with my prizes.

I just have to reiterate that Spiegelman’s work really influenced me. I originally encountered him in my Literature of Testimony course in my Grad Program at York. A lot of the literature made my own first-person narratives stronger: increasing my voice and its depth. But Spiegelman in particular not only taught me that symbols be used to represent literal things and ideas, but that this same order can be subverted to either destroy their meanings or through doubt on them. This is a very sophisticated technique and one that definitely will affect at least one work of mine. That is one major reason I really had to meet him: to meet one of the masters of what I’ve tried–and am trying to do–in my own writerly way. So yes, it was awesome to finally meet him.

By that time, I made it back to the Reference Library and got a few more books. It was there that I met Hope Larson for the first time and her sign her adaptation of A Wrinkle in Time for my Mom in honour of Mother’s Day and her birthday. She apparently found that cute. I chose that book because my Mom loves Madeleine L’Engle’s series and she used to read them to me when I was much younger. So it was kind of a bridge between our interests. Later, I remembered that I had read Hope Larson’s Salamander Dream and Gray Horses when I worked for the Clara Thomas Archives.

But I couldn’t make it upstairs as I had planned. I was tired and dehydrated and apparently there was a line to get into the suite with more of the vendors that I wanted to visit. I met a friend and we ended up going for a meal of some kind, or I did, and then went on our way to Bento Miso for its own Bit Bazaar. Bento Miso is a place where games–electronic and analog, as well as many start-up businesses–are made and they were opening for the Festival. It was a nice sunny day in downtown Toronto as my friend and I tried to circumvent the ridiculousness of the TTC shutdown from Bloor to Union Station and went to Ossington and walked with tons of stuff in my arms to Bento Miso for the first time.

I met a few people there and got to play some games: including one game called Bijouxred: which is essentially a game that combines the strategy war game mechanics of Fire Emblem with the rough brawling moments of Streetfighter II. And that is just a simplification because the fights themselves have some elements reminiscent of Final Fantasy–with its Combat Options, and even Mario RPG with regards to having to press a button to simulate blocking, charging your energy, or even chaining attacks together. It was really cool. I met Rene Shible–Director of Development–and Lead Animator Michal Szczepanski: who were quite friendly and directed me through their game.

The Bit Bazaar itself was awesome. There is a very Underground feel to it: a combination of grit, digitization and nostalgia along with a lot of geeking, friendliness and adventure. A few of the games from the second Comics Vs. Games collaboration were being shown and played there as well. It is still something I want to do with an artist programmer one day. 🙂 I got a Steamkey to Spooky Squid Games They Bleed Pixels: which I ranted about a really long time ago as also being awesome. It came with its own small black envelope and a simulated red wax seal. That was a very lovely touch. I also got to meet a few people and a friend of mine I hadn’t seen in a while. I think I will visit there more often soon. So by the time I finally got home that night, I was bloody exhausted.

But it wasn’t over yet.

The next morning I woke up even earlier. I gave my Mom her present before leaving and made it again to the Marriott just in time to observe the Art Spiegelman Spotlight panel: with Seth as its moderator. It was a very eye-opening exchange between the two cartoonists and it was this interaction, combined with reading some of Breakdowns that gave me a little idea as to why Spiegelman wanted people to read his new work and not focus as much on Maus. I mean, first of all there is the creator perspective of it: in which an artist doesn’t want to be solely determined by one creation–no matter how great–that they did in the past. But another, more personal reason, is when you consider the content of Maus and just how much Spiegelman had to delve into some dark and personal spaces: some of which were not even personally his own, but affected him just the same. This article from the Toronto Star might explain it a little better and might have made more sense had I read it before meeting him. Having that long shadow cast over you can be brutal. I also learned that Breakdowns has been reprinted twice with new work or “renovations” added.

Then I went to the Library, got some Hope Larson comics for myself, met some cool new creators, and made it to the upper level where I met Maurice Vellekoop with his elegant, airy lined and water-coloured comics: often portraying erotic and adventurous content. I got something and had him sign it. Then I went around that level and left to eventually get to the Bryan Lee O’Malley Spotlight panel: where in a strange game of “Guessing the Answer Before Asking the Question,” I answered, “No,” and asked if he had ever intended the character of Mobile in Scott Pilgrim to actually turn to be Gideon. Suffice to say, I was right and I don’t think I was the first one to ask this question.

Eventually the Festival was closing down and I went to my next volunteer shift: the tear-down phase. This was the shift I covered last year and it had been my only one at the time. I got to say hello and goodbye to some people I met and then I wandered home in the suddenly cold with hail balls coming down.

And that was my TCAF.

So, there is one thing I want to mention before I wrap this long post up. Some of the artists I was talking to were commenting about how awesome TCAF is and how people from all over Canada and the world come here. They were talking about what makes TCAF different from other conventions. Well, I have my basic two cents on that matter.

The first thing to consider is that TCAF is free. It has no entry fee and all you have to do is come in and bring money to buy work, or simply come to the panels. It is also a festival and it is spread around a few locations. But I think the second element of TCAF that I like is that the barrier between artists and readers is somehow thinner here: or at least far more permeable? You can interact with many artists as you would any other person or vendor. It also helps that many artists are in fact fans of other artists. There is just this positive enthusiastic energy around all of that just makes me happy. What really makes me happy is that so many younger people come to this Festival and are so enthusiastic about the comics medium and what they like.

It’s some of the few times that I am proud to have lived in Toronto and still do some business in it. And this event was what I needed lately. I feel more inspired to just do things and get things done. It’s like I got recharged, if that makes sense. I also finally decided to make a basic business card that I can give to people that is linked to this Mythic Bios site. And I made more connections. It was a truly rewarding experience and I would like to thank the Festival Staff, the artists, the vendors, the fans and my fellow volunteers for making this time exist every year.

Also, thank you all for continuing to read and Follow me. I know that this particular post was a very long one and I feel in some ways that I did this event more justice in my own personal written journal, but I did what I could and I underestimated just how much happened in three days. These three days made this part of May a good beginning and I have plans now. And I can’t wait to begin the process of implementing them.

Contains Language: Reader’s Discretion is Advised!

I know the above title is a low blow for attention, but I really couldn’t resist.

Whenever I write something on Mythic Bios, I try to make the language and the content as accessible as possible. I know I don’t always succeed, but in the case that I don’t my hope is that I have a little something for everyone that I am also interested in writing about.

In my later years in high school and throughout my early years at University I was really interested in Philosophy. I liked writing that made me think and that also played around with ideas of varying kinds with regards to, well, pretty much existence. But even then, before I realized how didactic–how dry and rambling it could get–I had one other issue with Philosophy and texts that purported to be as such.

Sometimes, they would reference subject matter that I wouldn’t understand or, in my case even worse, begin to quote a language of what I was not at all familiar. And it annoyed me. A lot. To be honest, it still does.

Philosophical texts are not the only culprit in this non-crime of course. Many literary classics–novels–do this exact same thing: at least from the Modernist era. And, finally, there are comics that do the exact same thing from time to time. Take Alan Moore for instance. Alan Moore is a genius. He creates multi-layered plots that start off very slowly but ultimately become very epic and grandiose. And even though his characters have tended to lean towards the cynical side of humanity, his characterization is very human and excellent.

But I will tell you now: when he has whole passages of From Hell and Lost Girls in German, or I believe Punjabi in The League of Extraordinary Gentlemen: 1910, or even … freaking Martian in the second Volume of The League I start to get … annoyed.

Don’t misunderstand: I like the authenticity he brings to the characters and the fact that you can clearly see how his well-read nature and research is paying off in the background. Now I am not just talking about his appropriate use of other languages, but his many, many literary and historical references that make me feel very under-read as a reader and overwhelmed as a writer. He simply makes so many references and allusions that I can’t always keep track of them, or even know what they are. I can see how other people would really have difficulty relating to this. I guess it’s like what Austrian Emperor Joseph the Second purportedly once told Mozart: that his work has “too many notes.”

I know that when he has used other languages, I feel a bit … cheated: because I want to know what the hell the characters are saying! It’s that simple. Likewise, I want to get all the references. I’m greedy like that and it feels like I’ve reached a certain level of understanding, and then I hit a wall.

A language is another perception of reality. Really, another language is a different world. This leads me to the other perspective on the matter. Anna Anthropy has said a few times that one of the issues with regards to video games is the very exclusive culture or subculture that has developed around them. More specifically, she talks about how video game design and dialogue around it becomes this interaction of in-jokes and references that people outside the circle do not always get. I would imagine that this is something, especially with regards to games as an expression of art–of language–is something that Anthropy believes we should watch out for.

On the other hand, Anna Anthropy is also one of those who wants to allow for a different voice or perspective in the medium of video games. For Anthropy this seems to have been in the form of making games for different genders and practices outside what was–and still is–the social norm. Essentially, and others like her, use this chosen medium to subvert it and change it: to reveal its full potential through a new perspective.

Alan Moore did something very similar. He, and others like Will Eisner, took a medium that became very associated with superheroes and some two-dimensional character development and morality and injected a whole different kind of perspective into it: using comics to talk about scholarly, metaphysical, philosophical, sexual, and realistic matters as well as still telling a story. Eisner and Moore are known for bringing the idea of the novel to the comics form and–eventually–leading to a place where a larger audience could access and relate to the stories being made in this medium.

In a way, they were making a new language as all languages are made: through innovation of an older dialect.

Anna Anthropy seems to believe that video games still need to “grow up” and deal with these matters as well: with gender and sexuality and life experiences in an accessible way. And one of these ways is to make the audience for games grow by trying not to make so many exclusive references within a game’s structure. Geeks by their very nature are exclusive in that they tend to know many obscure facts and bits of knowledge and trivia, and I don’t think that is a bad thing.

But I would argue with Anna Anthropy–at least with regards to knowledge and not necessarily that sense of shared social experience–that if a player doesn’t understand one element in a game, there are resources online and elsewhere that they can access to understand what is going on. And I suppose that is why, with regards to Alan Moore, there are so many Annotations of his works out there. I do think that it is more than okay, especially with regards to continuity and art, to make references that a reader doesn’t always understand: provided that there is enough that they do understand and enough impetus for them to go and learn something new.

It is strange how my knee-jerk reaction to seeing other languages in a primarily English language comic is a feeling of exclusion and also this annoyance: as though the author is trying to be pretentious and show how smart they are instead of telling a story that I can relate to. Sometimes I feel it to be very elitist. This is the same with references at times. On the other hand, I know–especially with regards to the latter–that I do the same thing regardless of how well I might explain it, and that I should really take it as a challenge.

I don’t want to be talked down to, but I also don’t like it when things go over my head. And this is me as a reader and–as such–I need to keep it in mind as a writer too. I also, as I said, don’t always succeed.

I like to think that Alan Moore doesn’t write in different languages in his works for the sake of being clever, but he actually does it to keep his characters in character and to maintain a continuity in his world-building. Granted, he could <do what some other creators do and but triangular brackets around dialogue to indicate a different language like so>, or make a different font for those words, but it would not be the same. There is no real solution to that, I’m afraid: not for me anyway.

But there is something that my studies in Philosophy also taught me. Whenever I do come across things I don’t understand, as I said I look them up, or I try to find a speaker of the language. I can tell you that it was enjoyable having a German-speaking friend of mine translate some words to me as I typed them out to her so long ago. And when I don’t get a reference, I consider it a real challenge and it is like an easter-egg hunt that allows me to reread Alan Moore’s text and graphics all over again. And sometimes, I find something new I didn’t get in the first reading.

I would never bring up any of this at a signing–should Alan Moore ever come to Toronto one day and I can access the line–because that is not the time or the place. But I do have this place to talk about it. Alan Moore helped take a medium that people did not always take seriously and made it into some serious literature: and as long as “serious literature” is always questioned, always makes you think, and can function on its own merit– and can take you into another perspective–then it is definitely a past-time, and a calling, that I want to continue for my own: because there is always room for growth.

So hopefully this made sense. My Mythic Bios is another world itself and perhaps a language of differing ideas sometimes reaching critical mass, or becoming exercises in poetry. Or it’s that fine line between talking down, and or being the wind over someone’s scalp. I’ll leave that up to you, my awesome readers.

Becoming a Gateway: Or What Anna Anthropy Twines Together

I will say here, off the bat, that there are some video game and article links below that can be construed as Not Safe For Work. Player’s discretion is advised, though enthusiasm is also encouraged. I am also hoping that I can communicate and do justice to these ideas and some of my own creative license as best I can.

I’m not sure how I first met Anna Anthropy. Actually, that is not entirely true. I do remember first being introduced to her when I discovered Rise of the Video Game Zinesters: though how I came across that book to begin with is a memory now lost to time.

I did plan to buy that book eventually, but then life got in the way. One day, after a series of insane events, I found myself brought to the 2012 CanZine Toronto Event by some friends who thought I needed to see it: and I did. What I didn’t know, or what didn’t really bridge the cognitive dissonance in my head was that Anna Anthropy was there with her partner Daphny David and that they were selling the very book that I had been so interested in.

I’m going to admit that I felt sad, but I was still getting used to that endless process of being social again that I tend to find myself in and by the time I realized that they had been there, it was too late. So I bought the book for myself later instead.

There are many very good reviews that detail what the contents of the book were about: how it worked, how it possibly didn’t, and all of those various details. But there were a few things that stuck out at me. The main message that I got from Rise of the Video Game Zinesters was that Anna Anthropy wants there to be more accessible technology and means for anyone to create a video game. My younger self, the boy that really wanted to make games, would have totally agreed with this concept: even if he didn’t have the knowledge at the time to understand many of the other details surrounding it.

Essentially, Anna Anthropy wants there to be a means for a game-making technology or software–a manifestation of communication and language–that is easily accessible for anyone to use for the purpose of, well, making games and creating ideas. Or taking names and kicking ass: whichever definition you prefer. Of course, there is more than that. The idea is that by having different people of different backgrounds, social classes, career-paths, sexual and gender orientations, queerness, life practices, and a wide gamut of humanity that does not necessarily understand coding you can vary up the content and the gaming experience of a game without an industry-ruled homogeneity: where plots and stereotypes are recycled to keep a sure profit.

It is a very seductive idea. Anthropy compares this “much needed” product and the mindset behind it to the creation of the printing press in Renaissance Europe: thus freeing the production of literary articles from the Catholic Church’s scribes and making them accessible to everyone. The fact that the printing press allowed for religious texts to be made with vernacular language–the words of the everyday layperson–instead of a Latin known only to nobles, priests, and scholars is probably an analogy not lost on Anthropy when she brought up the image to begin with when you consider that she looks at games as a language that all men, women, humans, and other sentient beings should be able to relate and have access to.

She also briefly looks at the history of game-making itself and equates video game development with the earliest forms of games: with symbolic piece and board games, carnival games, arcades, all the way to modern board games and more miniaturized computer games. In addition, Anthropy makes a very compelling case as to how video games were and are in the providence of an elite minority: that it was male computer programmer students and the academy that developed code and the games that came from it. Yet it is also clear that there are changes that are–and have been–in the works to that regard.

I’ll tell right off, as some other reviewers of Anna Anthropy’s work have mentioned, I don’t always agree with what she says but she makes some very intriguing observations. There is one point in particular that sticks out at me. Anthropy writes that a single game creator in sole control of their project can make a much more focused and more personal form of art–a game–than a large team of staff members can. I don’t know if I am articulating that thought as thoroughly as I should, but that is what I got from that. What I find really interesting is that Will Eisner, in his book Comics and Sequential Art, also makes a very similar statement with regards to the development of the comics medium and storytelling within it. These are two different mediums, both of which had to fight to gain recognition as a legitimate medium, yet it is really fascinating how two of their advocates come to similar conclusions.

Eisner did mention, however, that there was nothing wrong with a collaboration between two or more artists on a work. Indeed, in his book Graphic Storytelling he goes into a lot more detail with regards to that. And even Anna Anthropy, in her book, mentions that she is writing the book not merely for game creators but for anyone: writer or scholar that is fascinated with her topic. It should also be noted that Anna Anthropy has collaborated with a few other artists in her own works: such as the fun and frustrating Lesbian Spider-Queens From Mars, the very personal and visceral Dys4ia, and the thought provoking puzzle game Triad. While much of this collaboration has been in the form of graphics and sound, even programming for the latter game, it is still a form of collaboration: though obviously not an industry-mandated one. Rather, these are the product of an agreement between artists that respect one another and actually work together to make something cohesive while still keeping the personal element of Anthropy’s own vision.

Now, to get beyond the book and go a bit into Anna Anthropy’s games. I like them. I like the concept behind them: of taking a video game form and using it to communicate a personal experience. There is something really beautiful about that. I know that Anthropy may not be the only person who does this–and I suspect she hopes she isn’t in the only one either–but she is the one that really introduced this to me on more than a cursory level. I think she is one of those who reinforced for me that the games of my youth–that inspired me as a creator–are more than just frivolity or an inferior art-form. Some have said the same thing about comics, about film, and–back in the day–even theatre and other forms of painting and art.

Some people have been giving Anthropy flak about her games: about how they all tend to follow a very similar pattern or themes of lesbianism, BDSM, and transgender issues. The thing is, well there are two things. The first is that all of the above things are not mainstream in video games: at least not from someone who has all of those elements in their own life. The second is the age-old adage: write about what you know. And Anna Anthropy knows about all of this. She writes about and makes what she knows. Her viewpoint is just as valid as anyone else’s and it is more than okay for her to make games about what interests her: because there are others out there who will relate to it.

The fact that she uses similar themes in her work, and I would say never quite in the same way with regards to game play mechanics, is irrelevant to me: because the industry does the same thing for the most part with many mainstream themes and even the best creators make what they know.

I think what I admire about Anna Anthropy and others like her is that although I can’t always agree with them, they do something that is remarkable. Sometimes the people in charge of publishing or video game industries and coding are called “the gatekeepers.” And what Anthropy and others are doing is they are becoming gateways: gateways and fiery Bodhisattvas into alternate perspectives and the potential for the creation and expression of new game experiences.

This is something that I deeply respect and it is a thing that greatly motivates me now. There is one thing I have mentioned before in this Blog: that I am looking into Twine game-making because of Anthropy’s mention and use of it. Twine is a software that lets you create a “choose your own adventure” style text game without a knowledge of coding, or with enough video tutorials to get into it. I want to do the same thing that she and others are doing now. I want to make a game that can communicate my own–albeit different-experiences: ones I’m not sure even Anthropy will always agree with. I want to have the ability to put someone else into my own shoes: as it were. Or use my experience to make something else entirely and let people make their own choices.

So Anna Anthropy won with regards to me: because she has influenced me to make a game. But I think what is also remarkable is how she even affects her reviewers and critics. Take Jenn Frank’s Rise of the Existential Crisis: How One Woman Nearly Never Finished a Book Review, or Cara Ellison’s Choose Your Own Anna Anthropy Interview.

Frank’s article adopts Anna Anthropy’s writing style from Rise of the Video Game Zinesters: emulating Anthropy’s own combination of history and criticism and inter-dispersing it with her own personal experiences in a seemingly scattered narrative but ultimately bridging the gap between the reviewer and the creator of personal expression while Cara Ellison actually makes a Choose Your Own Adventure Game using Twine–Twine–in order to bring her interaction with Anthropy across. Just looking at the styles and mediums used by these two women is utterly fascinating: Frank does not necessarily agree with Anthropy’s statement that everyone should make a game–though she wishes on some level that she had–while Ellison flat out makes a game to express her interaction and her influence from Anthropy’s philosophy in a very demonstrative manner.

I will also say right now that this article was a long time coming. I just didn’t have the words then. But if Ellison’s Twine article further influenced me to make my own game (and I didn’t even realize she was using Twine to do it at the time, another example of my cognitive dissonance), Frank’s article actually encouraged me to write this. And I have been influenced by Anthropy in other ways as well: you will probably see relatively soon outside of this article.

But if I had to sum up everything I have written here, I will say this: that in terms of video-game storytelling, its potential as a medium, and her own potential influence on its future, Anna Anthropy is immensely important.

P.S. My favourite Anna Anthropy Twine game is this one: Hunt for the Gay Planet. There is a story behind its creation that she can explain far better than I, but what really inspires me is the story of a person who tries to find other people like her and goes on a long well-written intergalactic journey. This piece inspired me so much that I bought the Choose Your Own Adventure book from Anthropy’s own site: which is coincidentally on my Blogroll as well.

At Least You’ll Leave a Beautiful Score

You know what it is.

You’ve played that Level. You’ve played that Game.

That Game can be a mess of crude 3D polygon confusion. Other times it is a beautifully rendered realistic environment populated by generic places and shallow souls. Sometimes it is a two-dimensional caricature where you can jump up and down and turn all around on pre-set paths and pre-determined destinies.

Maybe it is turn-based when it is an organized, reasonable world, or a great bird’s eye map somewhat hidden from you as you get to plan out your strategies but–more often than not–it is a side-scrolling affair of linear time. You have to keep moving forward and you can never go back.

Except in your mind.

So you jump through hoops. You try to avoid the spikes and the pitfalls. You repeatedly hit your head against a golden block: always looking for a different result. That edge near the lava, and those platforms over the abyss become far too captivating and even far more terrifying for their 8-bit sense of vertigo.

But you dodge the fire and the ice, the darkness and the light, the electrified mines and the bullets, the cute little walking bombs and the fake-out illusions. You spend time solving the clever and tedious puzzles below the mountains or up in the sky: so much so that you sometimes fear you will be stuck in those places forever. Your musical theme begins to change or it cycles into a cheery purgatorial loop inside of your mind.

And you haven’t even gotten to the Boss yet. The Boss waits for you at the end of the teleological road though, in retrospect, it was always there for you. It almost always seems to be larger than you. Often, it has more power than you do. You know there is an angle in which to approach it, some kind of slant, but it does its very best to allude you.

And even if you figure it out, your eyes are so gritty, your palms are so sweaty on those controls, and your heart is beating so fast that it is a challenge in itself merely to concentrate: because then you realize that this is less about the Game and more about you and this Boss.

That is when you realize the truth.

Sometimes Life is like a Boss with 99 lives while you are a character with only one. But then another thought occurs to you: that as long as you can knock at least two of those lives off before you go down, or in some way engage it as a multi-player effort before leaving it as such, then it was all worth it.

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Make-It Me: A Film Review of Wreck-It Ralph

File:Wreckitralphposter.jpeg

When I first saw previews for Wreck-It Ralph, I admit that my expectations were not very high. I immediately thought two things: first that the CGI would be an excuse for a poor story-line and that, second, it would be a rip-off of Donkey Kong. I mean: just look at Ralph and Donkey Kong, or even Fix-It Felix Jr. and Jumpman/Mario.

Then after a while, I heard good things about it and there was one commercial that I saw which really got me attracted to it, namely this one:

http://www.youtube.com/watch?v=yXv6mHCxSjA&feature=player_embedded

After that, I couldn’t not see this movie, seeing as I am interested in super-villains and video games and … I admit I imagine having a Boss musical theme. =)

So I saw it and I’m just going to tell you now, that I will be focusing more on how the world of Wreck-It Ralph works more than really going into the story-line: though the two are very neatly together and excellent. As such, I feel obligated to place a Spoilers warning before I continue on.

So the spoiler warning having been said, I do have to go into the plot a little bit. Essentially, there is this video game boss named Wreck-It Ralph whose role it is to destroy a penthouse building while his heroic counterpart Fix-It Felix Jr. (whom their world and game is named for) fixes what he destroys. However, these are just roles. They, and other video game sprite denizens live their lives and even interact in a hub that exists at an internal intersection between their arcade cabinets. Everyone in the world of Fix-It Felix, Jr. loves Felix, but they do not like Wreck-It Ralph: though all he is doing is essentially his job which is just important as the hero’s job. Wreck-It Ralph decides that he wants to become a hero so that he can live somewhere better than his garbage dump home and also gain friendship.

That is essentially how everything begins. Now let me go into how their world works. So each game is its own world and there are borders that need to be crossed in order to get to the central hub where different game sprites can interact. This particular world exists in an arcade: which is now almost an anachronism given that arcades are not as popular (at least in North America) as they once were. Each world continues to exist so long as their game does not malfunction. That means that all heroes, villains, and supporting characters need to maintain their roles and stay in their games when someone from the arcade is playing them. Otherwise they get a dreaded “out of order sign” and their game is shipped away while they either become homeless in the hub or cease to exist entirely.

So far so good right? Well there are also the existence of beings known as “glitches”: characters that “shouldn’t” exist and are somewhat buggy. They can’t even leave their game world and go into the hub: which is something that plays a larger role later on. Then there is one more rule in this world which is very important. Never go Turbo.

I admit, I felt like I knew that I should know what that term meant. I thought it was a reference to a game that didn’t work out or some homage to some really bad character or video game idea from our world. But essentially, Turbo was a character created solely for this film. He was a racer character that was jealous over a new arcade game brought in that was taking attention away from his game. So he essentially left his own game and hijacked the other one. This caused it to malfunction and as a result both his original game and the one he invaded were declared “out of order” and thrown away. Essentially, because of his selfishness and his inability to accept his role he destroyed two worlds. So he is used as a cautionary tale for other sprites that might have similar ideas. It’s actually a really creepy idea and story when you really think about it: but also really cool too.

It also seems like only the really old arcade games were exposed to the “going Turbo” phenomenon while some of the new games with their more graphically-advanced sprites have either never encountered it yet or never thought of it. And some characters, like Sonic Hedgehog, are apparently so important that they have billboards with automated advertisements coming from them. They are “too good” to show up in this world: though I don’t know what that says about the Bowser and Princess Peach cameos. Maybe Mario himself wasn’t even mentioned either because of copyright or because he would take too much attention away from the protagonists. Yes, I am such a world-building nerd. I know.

Aside from said world-building, I think I really liked this movie because–in addition to drawing on the nostalgia and the video game culture my generation grew up with–I could really sympathize with Ralph. It is ironic that while the film is called Wreck-It Ralph, the game he lives in is called Fix-It Felix, Jr. This is essentially a film about a video game super-villain and boss character: made solely for this movie of course. It shows him subversively overcoming his “villain” role to be a real hero while, at the same time, accepting and coming to peace with his true nature and being a villain again: with everyone else accepting that it is just a role and not everything he is.

The character of Vanellope was also excellent. She is essentially a glitch that Ralph grudgingly befriends in another game. What she sees as a liability ultimately becomes a strength of hers. As a glitch, she flickers in and out of existence, or appears from one spot to another. She looks really cool too with glitter in her hair and a no-nonsense but mischievous attitude. She looked like her game’s main character and, well … 😉 She was also made an outcast because she wanted to get into a race with the main characters of that world: showing a caste-system between “sprites” and “glitches”: although I’m not sure if this distinction is only in her game or in the others as well. I relate to her because I knew that her “weakness” was actually a strength if properly applied.

But I think my favourite part of the whole film was that I couldn’t really predict it. I mean, first you have the danger of the Cy-Bug–a creature accidentally taken by Ralph from a first-person shooter Hero’s Duty world to Vannellope’s kart-racing Sugar Rush game–multiplying and spreading throughout all games. You have Ralph trying to get his Hero’s Medal. And then you have King Candy–who looks like a combination of the Mad-Hatter and the Wizard of Oz–tyrannizing Vanellope and keeping her out of his car race.

And then, then you realize that … Turbo is not quite as gone as the video game urban legends around him make you believe and that he has had a lot of time to … hack other games for his benefit. Thus the roles of hero, villain, player character, protagonist, and glitch get subverted and changed in awesome ways while strange new rules are made for strange playable universes.

That is Wreck-It Ralph for me. Aside from what I mentioned, I think one other reason I really like it is because it reminds me so much of ReBoot in concept: a world called Mainframe that takes place in a computer where sprites and binomes live and Guardians (anti-virus programs) from the Net fight against Viruses and other threats as well as Game Cubes (chortles, and the Nintendo Game Cube, not really related to anything here, didn’t exist at the time of this show) that were sent down by mysterious entities known as Users. I always wondered what sprites would be like in console universes: realities totally dedicated to the playing of games. Perhaps they would be something along the lines of “career game sprites.” 😉 Another Hunger Games reference and show parallel aside, the meta-narrative aspects of both ReBoot and Wreck-It Ralph make me very happy inside. I also had to stop myself at one point from saying, “Game over. User wins,” especially when one arcade winner didn’t in fact win. ;P

The fact is, I hope they make more films set in the world of Wreck-It Ralph. I would love to see how they would handle video game consoles and PCs. But I think what really intrigues me is a character like Turbo that can hack into other game-realities, but instead of doing it to gain attention or simply subverting a pre-existing game, they can actually use all existing information and code in that world as part of a pre-made kit in order to create their own game entirely. Think about that: a sprite can use code to rewrite and make their own world where they are the protagonist or the god of their own game. Maybe it is a homage to the Do It Yourself gaming literature I’ve been reading and watching lately. But essentially, what I’m saying is that Turbo was thinking too small and too petty, and with the skills he learned he could do so much more.

I learn the wrong lessons, it seems. This movie was all about accepting a role but also having the flexibility to go beyond and here I am sounding like I want to be a super-villain.

No comment.

But anyway, this movie gets a 5 of out of 5 and I want to see more of them. This is Make-It Matthew continuing on: to the next level, and the sequel that I keep getting promised. And no, I am not going Turbo.

I am going Make-It. 😀

What I Got Myself Into

I’m sorry this took so long to post, but I underestimated just how potent post-Game Jam lag can be. There have also been some tech issues, so you can look at the previous sentence as a double entendre if you’d like.

In any case, I had my first Toronto Global Game Jam! Yay TGGJ 13!

I started off the day by appropriately enough finishing off Anna Anthropy’s Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, House Wives, and People Like You Are Taking Back an Art Form (which is an awesome book of historical and cultural perspectives as well as the seed to make you want to make more games) before making my way to George Brown College’s Game Design Centre.

There were many possible scenarios in my head as to how this was going to turn out. And I have to say that none of them actually happened. I registered as a Solo Jammer with the belief and understanding that I would have a chance to become part of a group. What I didn’t know, and what I should have realized in retrospect is that many people would be attending the Jam with their own pre-established groups.

I knew a few people at the Jam and I got to socialize a bit with them before the ultimate theme of the Game Jam was announced: which was the sound of a heart-beat. So after this really excellent theme idea was revealed, I found myself with two choices. The first was to actually Solo it and learn how to use Twine–a text-based choose-your-own-adventure video game maker–on the go while making an entirely new story from scratch, and the second was to find or make a group with whoever else was interested.

So I found a group of two other people: another writer and a graphic designer. We realized that we lacked a programmer or coder, so we decided to make a Board Game. There was a lot of brainstorming, debating and spirited arguing but together we managed to create some working game mechanics. I also kept using the quote from William Faulkner’s Banquet Speech that George R.R. Martin likes to bring out whenever he talks about character development, namely: “the human heart in conflict with itself.” This was an appropriate quotation on so many levels and one that helped me work with the Jam theme.

I don’t know. There was one point where the lack of sleep, food, and the concentration on game rules and content, began to intermix with Anna Anthropy’s Rise of the Videogame Zinesters and Hermann Hesse’s Glass Bead Game inside of my head. I started to realize or remember that games are rituals in which we interact with other people and a created reality: an experience. During those two days, we were all essentially working and manipulating cultural information to create an interactive art form: making some kind of new meaning: or add our own personal touch for others to experience in some way.

Or something like that. At least I didn’t start calling anybody Magister Ludi.

So our group finished the game dynamics and some of the background notes. My fellow writer was taking notes as I was throwing out various ideas. Unfortunately, he had to leave early and he didn’t come back on the last day. In his defence, he did say that I had this, ;P. Also, all printing shops in the immediate area were closed so even when it was just myself and the designer, we didn’t have an accessible way to make a material copy and I didn’t bring any supplies to make a crude prototype. In the end, I had to interpret my co-writer’s notes and charts and tried to make everything as simplified as possible for the designer and myself.

Then to top it all off, we and a good majority of the Jammers missed the deadline for uploading our games and writing files onto the Global Game Jam site. The rules were there, but they were surrounded by a lot of text and weren’t completely clear. I’ve heard that one of the organizers might be talking to the Global site about letting us upload our games, but I have yet to hear back about that. If this does happen, I will definitely give you all a link to the game on the site. If not, I will see what I can do about this.

I think some of the most fun I had at the Game Jam was when I could actually just work on the writing without feeling like I had to manage other aspects in addition to that. I am not technologically skilled and that was why I counted on being in a team to begin with so I could focus on the field that I was good at. But I did learn a lot and we completed what we set out to do.

We made a game.

I also got to socialize a fair amount. It is really something to be surrounded by a group of friendly introverts–volunteers and game-makers–working on their own thing, or sleeping, or drinking free Starbucks coffee and tea, and shooting each other with Nerf guns. I slept on a mat. Someone slept in my sleeping bag and then returned it to me. There was pizza.

And I also helped a new friend with his own game after both my teammates were gone. Talking with other game-makers (now I am getting a Hunger Games reference in addition to The Glass Bead Game, I’m sorry to mention), made me remember my own old attempts to create video games when I was much younger.

I was the kid that messed around with Mario Paint for animation purposes and had vague ideas to record the animations to make a continuous pixelated cartoon with my own music. I made Warcraft II scenarios. I also used Civilization II Fantastic Worlds’ editor to make my own icons and game scenarios. I won’t even go into the board games I’ve made as well: which I had much better skill in doing (inspired by Snakes and Ladders, Monopoly, and The Addams Family Board Game and such). When I talked to people at the Jam about Super Mario Brothers, it occurred to me that I had started playing it in the late 80s, while many of them had played it much later on. I remember when it was all new. It can feel strange to realize that you are suddenly old.

You know, I had a really good time. And I learned some valuable lessons too. If I do plan to be in a group, I will either come with a friend or with a pre-made group to do food runs, stand in lines, and do shifts as we work or whatever we decide to do. The second possibility is that I will learn how to use Twine and come Solo so that I can work on an interactive short story challenge and pace myself: allowing myself time to socialize and relax into the writing process. It all depends. I could go either way.

So, if I were to summarize GGJ 13 into an appropriately creative sentence, I would end it and this post in the following manner:

“I’m sorry, but your princess: she is in another castle … with some coffee and a machine gun.” 🙂

P.S. It also occurs to me that we were all recorded by camera people and even interviewed once. So I might have a link to that as well. I might even go into more detail on our game. We shall see.

Global Game Jams, Big Vikings, Full-On Support, ScrewAttacks and Other Battles

So here is a long overdue update about what has been going on in my own life.

I entered and got accepted into the Global Game Jam in Toronto. This is a 48-hour event in which I and a group of programmers and other artists meet–for the first time–and create a video game together. My profile can be found right here on the site. I’m both anxious and really excited about what what is that my collaborators and I are going to create.

This is my first Game Jam and in fact my first official time helping to create a video game at all. I got accepted into this not too long ago and I thought I should mention this here. Part of the challenge will be the fact that whatever we make will be determined by a theme already created by the Global Game Jam. Of course, we don’t know what this theme is yet: just as most of us, I imagine, don’t know who we will even be working with.

In the end, while I have a few ideas already with regards to story and game-play, whether or not these will happen depends on the theme and what my team will want to be. That’s what I’m going to be doing this coming Friday the 25th all the way until Sunday the 27th. Whatever happens, I really look forward to this.

Now, the second thing of note that I want to mention is that my friend and collaborator Angela O’Hara has gotten a job at Big Viking Games as a video game artist.

I’m excited for Angela because she has essentially fulfilled one of her greatest dreams and can share her wonderful talent in a medium that she loves. It is not every day that someone gets a job doing something that they actually love: their dream job. When you have the opportunity, please check out Angela’s work and look out for her new video game design work as well. You will not be disappointed.

I’ve also gotten a lot of “Likes” and Follows this past while and I would, as always, like to thank everyone for continuing to follow this Blog. I always want to add some new content and vary things up a bit in order to keep things interesting. I don’t know if that is what actually happens, mind you, but I really like being able to express of the ideas I have in the way that I usually do.

There is one totally off-topic, but awesome thing that I do want to address and it is with regards to ScrewAttack’s Death Battle series. It is an excellent pairing of entirely different popular cultural and geek fictional characters: to determine which one would win in a battle to the death. It is that simple. These pairings are all enjoyable with Ben Singer and Chad James’ running commentary and Jordan Lange’s excellent animation. The first two give you a breakdown of what each combatant is capable of, and then a battle “postmortem” while Lange animates the entire fight: usually with 16-bit sprites, but sometimes with much more complex designs.

I will admit that I didn’t quite agree with the result of Batman Vs. Spiderman, but I really liked and agreed with the new and long-talked Dragon Z Star Goku Vs. DC’s Superman Death Battle. They are all things that my friends and I thought about for ages and it is really awesome to see it all animated.

You can even go on ScrewAttack’s Youtube channel or Death Battle’s Facebook page to suggest Death Battles of your own: which apparently ScrewAttack actually looks at. I have suggested the following verses matches:

Emperor Palpatine Verses the Dark Lord Sauron. Alan Moore’s V Verses The Joker. And Superman Verses …

The Doctor.

Yes.

I am that much of a geek and if any else wants to also vote on these, particularly … the latter two fight ideas I really wouldn’t mind. 😉

Anyway, I hope you enjoyed this smaller post, update, and geeking. Let the battles continue.

File:Kampf der untergehenden Götter by F. W. Heine.jpg

Peering at the Plumbing of a Classic: Super Mario RPG

From what I could remember, I’d never played a video game RPG. It was the mid-nineties and I’d played a few adventure games, but I never really thought of them at all. Whenever I did, I heard mostly about Secret of Evermore, Legend of Mana, or the Final Fantasy games. But it was still the era of Nintendo Power Magazine and I really loved its Epic Center section: a place where they discussed new and upcoming RPGs.

I actually loved the descriptions of these games and the wonderful illustrations that found their way into the magazines more than anything. It was just a pleasure to read through these hints and images of games. So in a way my game voyeurism–of watching or seeing games as opposed to playing them–started around that time. And then, one day, two years after Nintendo and Rare’s Donkey Kong Country and its very exciting “32-bit graphics” (I’d got a video cassette with previews of said game), another game came out for the Super Nintendo.

It was Super Mario RPG: Legend of the Seven Stars.

I don’t even know where to begin with this game. You might wonder why I would be talking about it on this Blog and what it has to do with the spirit of Mythic Bios until you realize that until this point I’d never played a video game RPG. So my brother and I rented it from Hollywood Movies–an old store that used to exist in the plaza closest to us–and we kept it in our possession for a while.

What can I tell you? Mario RPG–as Nintendo and Square’s baby–had the same graphics as Donkey Kong Country, except instead of being a two-dimensional side-scroller venture–or a 2D game–it attempted to simulate a 3D environment. But it was more like having a bird’s view of a well painted clay animated demented doll’s house diorama that was always on an angle. I can’t begin to tell you how that strange perspective both awed and pissed me the hell off.

If you’ve ever played this game, and you have hand-eye coordination issues you know exactly what I’m talking about.

The endless times I would fall through the gaps of floating platforms, or had to manoeuvre the platforms by jumping properly, or just missing something by inches but the perspective or parallax didn’t register properly in my brain. Also, like I may have intimated, my hand-eye-coordination was not that good in those days and it led to swearing. A lot of swearing.

However, once these hurdles were passed, it was a brilliant game. Now that I have my complaining out of the way, I want to talk about what really struck me. First, you start off playing as Mario as a distant third-person character. You go to rescue the Princess from the bad guy as per usual and then …

Shit goes down.

A giant Sword plunges into Bowser’s Keep and throws Mario, Princess Peach, and Bowser in all different directions as the Mushroom Kingdom and the world face a whole new danger … and a whole new game.

That is how Mario RPG begins. Then it gets helpful. There are mushroom-headed Toads and various other beings that are more than willing to give you tutorials as to how to navigate in a RPG. I mean think about it: Mario has always been in a side-scrolling platform world and now he finds himself in a turn-based role-playing world with a fairly structured story. I wasn’t exaggerating when I said that his world had changed, and so has your playing experience with him.

You also begin to realize that the Mushroom Kingdom is only a small part of a much greater world of weirdness and old enemies, and new ones come into the fore. You also get new allies as you realize that Mario can’t fight this new enemy and undertake his new quest on its own.

Remember when I said that Mario RPG reminds me of a weird angled doll-house? I think it would be more appropriate to compare it to a interactive reality bento-box. Yes, that’s right. A bento box. Not an Italian plumber’s feast. I went there. 🙂 At first the jumping and angling can be as awkward as learning how to use chopsticks for the first time (and in my case you never learn how to use them properly), but when you learn the basics you realize that the contents of the open-lidded box are compact, well-organized, elegant, and heart-warming.

This seemingly simple game is complex. There are so many in-jokes and easter-eggs–hidden secrets–it is positively ridiculous. And when actually sit down and take the time to think about Mario RPG, it influences me to add another criterion to what I think defines a classic game. This criterion is replay value and a different experience each time you play it. I can tell you now, if I replayed this game, and I have seen others replay it, my knowledge of some of its secrets now as an adult would change how I played it when I was much younger. Hidden chests, and puzzles, and knowing how to fulfill certain tasks changes a lot of things. You can tell, just by watching someone interact with this strange little world, just how skilled and experienced a gamer they truly are. I feel like was–and is–one of those litmus tests.

When you get past the awkwardness of navigation, you have something really compact and very dynamic. You are not attacked randomly. You either run into enemies, or you don’t: which is awesome because while Final Fantasy VI is an awesome game, the random enemy encounters got annoying fast: just yanking you rudely and obnoxiously out of the immersion of this world you find yourself in. Mario RPG doesn’t have this as much. Moreover, if you press a button– and you time it just right–in combat, you can double hit your opponents, block damage, and even get extra items.

The timed hit mechanism made it seem like the characters have actual reflexes: which was a brilliant piece of innovation in what can become an almost robotic and boring turn-based fight of dealing damage. And then there is also a very personal touch in healing your characters–like Mario–with an item in battle and having him turn to the screen with a dialogue bubble of “Thank you” coming out of his mouth. There is just something really nice about your character thanking you for helping them: especially some you’ve known since childhood.

As the Mario games have continued, they seem a lot like interactive slapstick comedy and this was definitely in Mario RPG: especially with the hilarious dialogue, the Mario-pantomiming that would occur from time-to-time, and the game’s often lighthearted and alternatively epic carnival-toned music box soundtrack.

This game influenced me a lot in more ways than I care to admit, or even know. I was very disappointed when the other Mario RPG games were not direct sequels, but–while really good in their own rights (having played Paper Mario and–even more enthusiastically– Super Paper Mario)–were their own standalone worlds. I mean, they brought all these new characters into play: Croco (who was the humanoid alligator equivalent of the octopus Ultros from FF VI who pissed me to no end in those early days), the sentimental marsh-mellow weather-controlling Mallow (who I didn’t mind), Smithy (who was a bad-ass villain) and his minions, and–of course–Geno: the animated wooden walking puppet guardian seeking to restore the Star Road so that people could have their wishes granted again. I guess at the very least, the game was not going to cop out by stating that it was “just a dream” like another Mario game we all know. ;P *Cough*Mario 2*cough*

I loved to play with Geno and Bowser in my team: Geno because of his powers, and Bowser because he was strong and scary. But they were all awesome and especially Mario. You know, Mario RPG really hit home just how unlikely Mario is as a hero. A plumber that finds himself in a weird world almost defying Alice’s Wonderland who turns into a giant from eating mushrooms, throws fire after finding a flower, and becomes invincible for a brief time with a star and jumps so high. This plumber goes to save a princess and fight a monster. He is quiet and he looks one of the least menacing figures ever. He never speaks but he has a definite affable personality.

In fact, aside from Kirby from Kirby’s Dreamland, the only other heroic figure who is so unlikely is The Doctor from his own television series. But he has that same heart-warming quality and care along with his enemies–even Bowser–and they have continued throughout the years to the point of having their own epic role-playing game. I would have once laughed and found this silly–which it is–but there is just so much packed in just this one little game that it is simply incredible.

So yes, tangents aside I give this awesome classic a five out of five. It was well-made and a joy. As Boltage McGammar in his own “Let’s Play” of this same game liked to say, “later plumbers.”