I Write on The Black Tunnel Wall

There is a story I read in Rosemary Sullivan’s Shadow Maker. It is a biography of the Canadian, and particularly Torontonian, poet Gwendolyn MacEwen. Towards the end of Gwendolyn’s life she approached a bank for a loan which, unfortunately, she was refused. In a fit of rage she apparently stormed back to her apartment, picked up all the books she had ever written, or ever written in–including those given awards by the Canadian government and literary societies–threw them down on the teller counter, and proclaimed that she made all of these books and that she just wanted her money.

There is, of course, a lot more behind this story such as Gwendolyn’s ultimately fatal alcoholism, the fact that she only had her sporadic university teaching salary and reading profits to live off, the job opportunities she was denied because she never matriculated out of high school, and always having to deal with the stigma of being a female writer and creator and fighting for recognition from the fifties to the late eighties, or even the argument that Canada didn’t value the arts and its poets nearly as much as it should. There is an entire book or two speculating and detailing all of these things.

I am also, obviously, not Gwendolyn MacEwen. I am not an alcoholic, I graduated from a Master’s Program, and I do not claim to have created any works coming anywhere near close to Gwendolyn’s but I have been unemployed for quite some time and, as such, I am on Ontario Works: a Provincial job search form of welfare. I’ve also mentioned that I suffer from situational depression. In retrospect I’ve probably had this for quite some time but it’s only in unemployment and the struggle to keep writing that I came to really call it what it is.

Systems are not perfect: especially bureaucracies. Bureaucracies and many of them do have some really good workers that attempt to help people to the best of their ability, are systems that function in quantitative ways. They want numbers written, blocks marked out, NIL scratched down in key squares: with “concrete evidence” or “statistical proof” of some sort before they will begin to help you. Coming from an academic background myself, I’m unfortunately no stranger to the bureaucracies of academia or even OSAP loans, but it becomes very clear when you leave those places and go into “the working world” that you are in a different place where quantifiable data is given more precedence over quality.

When I first came into Ontario Works, I was presented with a work sheet–a long letter-sized piece of paper–that I had to fill out once a month: to show how many jobs for which I actively searched. They have an initial section where they ask whether you’ve attended classes at school, or gone to a job search seminar, or gotten a job, and if so what are they and such. And then on the other side is the very long lined list of jobs you looked and applied for and, below that, is an additional comments section.

And for all that space and everything I had to fill in, that was it: just one small space for additional comments.

That is the mode of reality that I had to deal with for a very long time. And I won’t lie: it was depressing. It was made all the more frustrating by the fact that I knew this sheet didn’t even exist in the Toronto welfare system: that it had been considered an anachronism and was actually made obsolete. In the program that I had been under, had I not been so depressed and had to move back to Thornhill, I would have actually gotten paid for volunteer work while looking for a job. To go from that model to the one I found myself in was galling and it just rubbed the salt into my wounds even further.

For the work that I do, and make no mistake I do work, the jobs I can apply for with the skills and interests that I have are limited. As someone who is an extreme introvert and has social anxiety issues, along with tension headaches, stomach issues, and learning disabilities with regards to mathematics, retail jobs are not an option for me. I also know that if I work some job I don’t like, I will simply not do well in it because, frankly, I just don’t care.

And then there is the stigma of that to consider. People on welfare often feel like, if they aren’t flat-out told, that they are lazy and that they should accept any old job because, frankly, they are lazy. Thankfully, my counsellors at Ontario Works are not the people who communicate this sentiment and have, with what resources they have, actually tried to talk me through and help me with this.

But then there is that other critic.

I’m not talking about my friends who I, up until now, haven’t even told I’m on welfare, or my family that sometimes wonder what I’m actually doing about this, or all the people–anonymous or otherwise–that have their own opinions on the matter on the Internet. No. I’m talking about me.  I have to catch myself and be careful to remember not to impose what I think the system’s view of me is over who I really am. Because I am often tempted to think that the system, society or what not, views me as that stereotype: a lazy, free-loading unemployed shut-in bum that has done nothing worthwhile with his life while quite a few of his friends have jobs and families and should just “suck it up” (a phrase I find utterly infuriating) and do something that I hate for the greater good.

And then to remember that I was once a student that had very high marks in my classes, the respect of many of my teachers, who was always told that I wrote well and who believed that academia would take care of someone like me from cradle to grave only to have to compare it to my current reality of living at home again, in debt, and in this living situation…

It’s that nice litmus test between anger at the world and anger at myself.

Me and my Head

But one day, something happened. It was around the same time I was doing my best to fill out those worksheets. I realized that I could talk about the things that I was, in fact, doing that didn’t seem to apply to the criteria on the sheet. Of course, there was very little space and my handwriting got cramped and bad as per usual. So I began typing out my additional comments. In fact I made a whole section called Additional Comments.

Over time, and through a succession of workers, my Additional Comments varied but mostly got longer in description. For the past year or so, I have been telling Ontario Works about the conventions I’ve attended, the networking I’ve been doing, the writing I’ve undertaken, and the recommendations and praise that I have received. I have even told them about this very Blog: this Mythic Bios of mine.

Because, unlike the stereotype of the unemployed lazy bum, I have been writing. I have been writing almost every day. I write until it is late at night to the point of there actually being sunlight. I write until I rhyme. Sometimes I can get myself to go out and network with important people: to have them remember my name and know me. I made a whole lot of business cards for that very purpose. I made a Patreon account. I have looked over and edited other people’s works. I have made friendships and relationships during this period.

And even though I have not been paid yet, I must reiterate that I work. Some people clock out for the day. I clock out when my head feels like wool and I can’t concentrate any more. I read, research, write, edit, and attempt to maintain my own schedule. I am not useless. I have made more things than most people can dream of and one day, I hope to profit from all of these endeavours.

And perhaps it’s not that important. Even though my current worker has started calling my Additional Comments my Reports and knows that I am genuinely attempting to earn money from the places where I’m at now and I no longer have to use those worksheets–all now regulated to NIL–due to my disabilities and my therapist’s evaluation of me, perhaps the system doesn’t give a damn about my efforts beyond statistics. Maybe no one cares about anything I do if there are no crisp dollar bills next to my words.

But you see that’s the thing: I care.

Every time my worker sees my Reports, every time my parents glance at them, every time I have the excuse and the medium to write about all the achievements and contacts I’ve garnered it is a victory for me. It is me, to myself, proving that I’m earning my money, that I’m actually doing something and there is meaning in all of it.

It may mean nothing to anyone else. It may not even help me. But it means something to me. When I write these, it is just another way of saying “Look at me world. This is what I’m doing. This is what I’ve done. This is what I’ll be.”

Originally, I wasn’t even going to write about this. I had a review I promised Anthony Martignetti and I had a good Monday when Elfquest retweeted and Shared my article When I Recognized Elfquest. I wanted to talk about welfare and money after it was all over: after my loans were paid off, after no longer needing Ontario Works and beginning to function as an independent force again in my own right. But I am just tired of feeling shame and fear. I just wanted to tell all of you, more or less, what is going on and what all of this means to me. Realistically speaking, I will need help for quite some time and I know there are others out there like me, who fear waking up, who feel that sick pit of dread in their stomach whenever they have to pick up that phone, who despises dealing with bureaucracy and puts it off as long as they can, who have to fight against that feeling of futility, who wishes they had help and who–ultimately–need to read this.

One day, you will not be in this situation any more. You only needed help to get to your next destination and there is no shame in that. All of this will just become another story to tell your friends, your loved ones, and yourself: to remind you of where you were, and how far you have come.

Looking Outward

On August 27, 1987 the mythopoeic creator Gwendolyn MacEwen, who should have been the Poet Laureate of Toronto, if not all of Canada itself, slammed her books down on a counter and said, “I did this. Now give me my money.” I’d like to think that, when she did that, she was really throwing her works against her Black Tunnel Wall: on that last work she never finished and what metaphors it might have represented.

And every month, because I can never forget, I write on my own Black Tunnel Wall, covering it with words, one Report at a time.

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Also, this is my Patreon Page. If you have the funds, or the interest, and you want to see what I can really do as a writer, please support me. You can also access it on my About Page. Thank you.

My Creation, My Past, My Challenge

It’s a strange thing to encounter your past, even when it is a fictionalized past.

Especially when it’s a fictionalized past.

In about 2001, I started playing a homemade table-top role-playing game with some friends of mine. Before that, I was more interested in playing the customized Star Wars game we had going on that took place many years after the Old Trilogy. But this particular game, the one I was invited to participate in, had been going on for a very long time. This time around, it was in the fantasy genre.

I was hesitant. I had played a few games of Dungeons and Dragons before this point and, more often than not, we spent more time arguing about the rules and I had very little time to play as I had curfews back in the day.

In the Star Wars game, I was a master manipulator and I destroyed my opponents or undermined them with indirect attacks and insinuations. As other players died, I got stronger and the ones left me alone, I left alone or made alliances with. Here, though, I was treading into a universe I wasn’t familiar with. I didn’t have a lot of in-world knowledge and I was cautious. But, after hearing a bit about its history, lore and the games that the previous players had I decided I’d find it fascinating to be a part of that story.

Now, at this time, we used to roll our backgrounds as a matter of course. I decided to play as a dark elf wizard. Unfortunately, my roll was low and he started off as a slave.

That was the beginning of Vrael-Saar.

Vrael-Saar was actually the name of an ancient Sith Lord I made in a juvenile fanfic long ago, or a character in a Computer Paint choose your own adventure game with the same idea. But I applied it to my character because I already knew what he would be like. He grew up in a society and family that believed in survival of the most cunning. He had siblings who actually killed each other and he barely proved himself to his own master: only to be enslaved by humans.

Vrael-Saar was like my Sith character in Star Wars. He was manipulative, vengeful and clever. He started off from Level 1 and only had the rags on his back and a broom to channel his magic. Almost anyone could beat the crap out of him. One friend made that very clear as he wanted to establish dominance right away.

But the most important thing about Vrael-Saar that you have to understand right off the bat is that he was, even as he advanced, never a power character. What I mean is: he never flat-out went into a mystical slugging match unless he absolutely had to. Because, you see, Vrael-Saar was one other thing too.

He was clever.

I admit that Dragonlance‘s Raistlin influenced me and, consequently, Vrael-Saar himself. He would often wait and let his allies expend themselves or allow his enemies to overextend themselves. He was also not adverse to using the powers of Light or Darkness or Chaos to advance himself, or have them do a lot of the work for him before he would take advantage of a situation. He was patient, mostly, and he waited.

Of course, he took some major risks: including a bid for immortality that could have ended quite badly for him had he rolled anything below a 16 on a D20. And he succeeded. One humid rainy night with some lightning in the sky, as I walked home from my friends, I gave Vrael-Saar immortality: the one thing he had sought for ages while constantly studying their lore.

Even though he suffered setbacks, he was almost Level 20 by the time that game wound down in about 2004. He had learned how to spirit-walk and see the ghostly reality underneath the material facade of things. He also learned how to enter people’s souls.

He changed in other ways too. Vrael-Saar started off as a being with no regard for other peoples’ feelings and cared very little for sentient life. He only looked out for himself. Ironically, it was only after he carried out a Demon Lord’s orders to butcher an entire village and feed them to demons, and when a betrayal and a mutation changed him into something far less than humanoid that he began to change. It’s ironic that the more monstrous he became, the more “human” the character was becoming as well.

Vrael-Saar didn’t like to serve masters, but Demons and Dark Lords used him in their own agendas: even as he learned how to subvert them and use what was given to him to his advantage. He liked to be independent. One day, he even had a companion: a former enemy whom he helped corrupt for his former master, but who ended up becoming one of the few people who actually understood him. I wrote some stories about that. In the end, he saved the life of another immortal whose soul was being corrupted: and whom he healed at risk to his own essence and the Demon taint inside of it. Whether he did it out of a sense of compassion, leverage, or as a way to create a further blood debt between potential enemies who would be better disposed to him and his own plans for independence is open-ended.

That was where I left Vrael-Saar in 2004. I had almost four years of Journal Notes–The Chronicles of Vrael-Saar–before my travel drive died and I lost all of it. Even my friend, who was DM, kept track of matters with those Journals: though we still have yet to see if any survived.

It is now 2014. This homemade world, which I ended up contributing a lot to based on my actions and my own writing, got rebooted and there are new rules and histories now. However, it’s much in the way that mythologies can be retold: the details might be different, but the essence of the narrative is still the same. I am now a human Imperial Alchemist named Marcus Arctrurian: who is also the Baron of Wrengardt. As we did long ago, I rolled my background class and made out a little better than that first time years ago.

The Baron is a character I am fleshing out now, but he and his companions have infiltrated a secret stronghold where some cultists are performing some terrifying experiments on captive farmers. And after he defeated one of their leaders, a corrupt town guard, we found a parchment with a skull and a snake coming out of it.

A little before this, we played another game that was another variation of our homemade universe. Many of our old characters either long since passed or, if they had been immortal or particularly powerful, had become demigods. My DM friend informed me then that Vrael-Saar had become one of these gods, but we only encountered him peripherally: as followers to another character I created (as a story character or NPC) were using one of his artifacts. In that world, he was called The Snake Tongue.

But this time, in this game, in another variant of that world, we are dealing with a massive network of Demon-worshippers and agents known as The Cult of Saar.

I created Vrael-Saar, long ago, from a lot of young adult frustration, anger and general angst. He grew over the years and became something else. While this is another reboot, there are some characteristics about him that I would imagine to be exactly the same. He is also called The Snake Tongue in this world, but he has another epithet.

He is called The Lord of Lies.

And he is basically a Demon Lord now, if not the equivalent of a demon god. Essentially, I have come face to face with my creation as an idea transmitted overtime and taken to the nth degree from what I had been planning to do with him. And while I even wrote a new story about him as a Demon Lord, for all my educated guesses even I don’t know what he is planning.

And that frightens me: even as it thrills.

For over a decade, my group of friends and I created a mythos. It will continue for as long as we do. It is a legacy in a way now. While our own bodies age and our own possibilities are a little more limited than when we began, with some potential to grow from there even now, our game grows with us.

I’m a different player now than I was then, though I am still more than capable of being evil when I need to. The question is: can I defeat what I created so long ago?

My only answer is that we will see how long this game will last, and how far we will go. It has really come full-circle now. Let us see if we can triumph over what we have helped to make.

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2 to 3D Games, Strips and Alternative Comics: A Meditation on Perspective

And now for a bit of armchair medium theorizing: with a control of some sort in my hand.

I ran into something a little while ago now that I found really interesting. When I finally caved into the powers of darkness and bought myself a very discounted copy of La-Mulana, for a rainy day where I really want to be more of a masochist than the workaholic that I usually am these days, I came across something that its company NIGORO actually said with regards to the development of video games.

NIGORO states that it creates its games with one question in mind: “What if games had continued to evolve – but stayed in 2D?”

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This is a really interesting question to me on more than a few levels. I looked at the issue, to some extent, in my old post How to Turn a Medium into a Genre: 8 to 16-Bit Video Games but I never quite heard it phrased this way before because, in the end, NIGORO looks at this change from a different perspective. While my original article briefly looked at and defined a medium as something with direct limitations that, when overcome became a genre, this one thematic question on NIGORO’s part not only made me realize that 2D and 3D games can still be considered different mediums based on what they can or can’t do within their own guidelines, there was also a turning point where the emphasis of video games moved away from two-dimensions into the three-dimensional. And this changed things.

I know: that last sentence was very profound in all of its simplicity. 😛 Certainly there were many popular 3D games and attempts at 3D in the past, Doom and Castle Wolfenstein coming to mind, but they were on computers as opposed to consoles. The console systems themselves were becoming dominated by 3D graphics. I’ll admit that my personal exposure to many games was relatively limited growing up and when you add to the fact that I lost interest in many of the new ones after a time–and in video games themselves at a certain point in my life–it certainly showcases some gaps in my own knowledge.

But it’s fascinating to consider that once we used to interact with two-dimensional realities with elemental sprites, always from a distance, and after a while three-dimensional games–successfully or no–attempted to expose us to a more immediate reality. Think about it: 3D games and their approximations allowed us first-person shooter games such as my previous examples and exploration scenarios such as those found in the Myst games. The discovery and approximation of 3D changed many of our gaming experiences and perspectives in various ways. Can you imagine any of these games in two dimensions? As side-scrollers? As platformers?

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Yet other things changed in the meantime. I do remember playing Mario 64 for the very first time and, while revelling in the advanced polygon graphics of the time, finding the controls extremely difficult to use. Perhaps that early period of adjustment, combined with the reliance of more detailed graphics to wow players, changed some gameplay mechanics. In many ways, these mechanics became more simplistic and remained that way. I do remember the time that Nintendo embraced three dimensions there was also a lot less emphasis on games with storyline, player reflexes and, again, gaming mechanics.

This is of course a generalization and one based on my own limited experiences, but NIGORO’s comment that there was a point where 2D games became very advanced and then all but stopped being created really resonated with me. For a while the 2D game, as a medium of game-play, became associated with “retro” games and recreations of said classic games. NIGORO, however, argues precisely what I just mentioned: that 2D games are not vintage classics, retro-games, or 8-bit dreams of lost nostalgia, but are rather representative of its own art form.

And I agree with this. It still makes me wonder though. It fact, it makes me look at parallels. It is no secret that one day I want to do a creative Comics Vs. Games project with a collaborator. The idea of comics and video games, comparing and contrasting them, has always intrigued me and all the more so ever since I found out about those exhibits. And NIGORO’s question makes me wonder: what would have happened if comics had remained solely in the comic strip form? Or, better yet, what if comics had never moved on from that experimental period very few people ever talk about.

Allow me to elaborate. While the developing comics industry focused on political caricatures, followed by compilations of strips into books and then superheroes and other stories, there were artists that experimented with what the form could actually do. There is a misconception that comics as a medium was inspired by film when, in fact, not only has it sometimes been the other way around but comics itself as a medium has its own unique characteristics. Art Out of Time: Unknown Comics Visionaries, 1900-1969 compiled by Dan Nadel is an example of the above and it makes you wonder what would have happened if many of these artists, some of whom didn’t even create traditional or linear panels and plots had been encouraged to continue their work: if, in most cases, their experiments had not been interrupted by financial concerns, industry-trends, and time. Certainly, newspapers used to afford a lot more space for the comic strip (which makes me wonder if 2D games might not, in themselves have space to do other things that 3D ones can’t). And while Underground Comix alternative movements grew to contain some of these ideas and different modes of graphic storytelling, it still makes me wonder “What if?”

Perhaps that isn’t even the best parallel. Of course, we know at least Alan Moore and his Watchmen’s idea of what might have happened if the Comics Code had never been enforced or created in the mid-1950s: specifically with regards to how comics could have evolved at that point. However, in the case of 2D games giving way to 3D it seems to be more a factor of marketing than changing social and political climes. Both mediums remained after these changes, but they were sometimes watered down compared to what they used to be: with some exceptions.

Of course, 2D games never really died out. They remained on computers and now they exist as phone games. And these are not remakes of classics, though they might be based on their designs, but entirely new games in themselves. Even as the Oculus Rift is being developed to take 3D further into virtual reality, perhaps the resurgence of 2D games is motivated by a sense of nostalgia in the 21st century: much in the same way that NIGORO’s decision to create games like La-Mulana was. It is also interesting to note that Stephanie Carmichael in her article Lovers in a Dangerous Spacetime takes Chris Ware to outer space, whether he wants to go or not determined that the creators of the Spacetime game had actually been influenced by Chris Ware’s experimental comics art aesthetic with its basic elemental shapes, and a sense of space and loneliness. In fact, if you look at the game itself, it almost subverts the trappings of a 3D aesthetic in a 2D world.

 

But still, I do wonder what kind of world we would have had if only comic strips existed, or there had been no Comics Code, or if comics that told alternative stories and presented its art-forms in non-linear ways had become mainstream far sooner in our history. Oh, and if all we had ever played or known were 2D games: 2D games that didn’t necessarily remain 8 or 16-bit (NIGORO’s decision to remake La-Mulana‘s aesthetics in a manner reminiscent of Super NES graphics in no way takes away from its old-school feel in my opinion) but just kept changing mechanics wise, and story wise alongside of us. It’s really amazing how things turn out when you think of it in that way. It really is all about perspective.

Disappointments and Achievements in the Year 2013

This was the year in which we apparently cancelled, or postponed, the apocalypse.

So I said I was going to make a post before the New Year and here I am. I’ve started this post three times already and I trying to find the best way to continue it.

I suppose I will start off by stating one of my greatest disappointments. After all the fanfare on my part, and the reading, and the note-taking, and the hints, and the story sketches I did not end up sending an entry to The Dark Crystal Author Quest.

The fact is, after all that, I just took on too much. I went as far as writing a crude introduction, far too late, and then I realized that I couldn’t do it. I couldn’t bring the energy and attention to a world that deserved more. So, I’m sorry to everyone who might have been eager to see what I could have brought to the world of Thra but the only things you’ll see now are my story sketches and perhaps the introduction I made when it’s not so fresh. And I also offer my apologies to The Dark Crystal. You deserved better. And you will get it. After spending time on the Community Forums, I know at least that you will get far better than me.

It wasn’t a total loss. I made some friends and acquaintanceships on the Forums, and the task of writing notes and questions to myself about Thra kept me from going insane this summer and onward. That, along with my other story project and this Blog for a time kept me busy and feeling a certain sense of accomplishment roughly ninety percent of the time.

So while I failed my Challenge, I did learn a lot from its failure. For starters, I am never going to work on two major projects at the same time again. The second is that if I do again, I will type up all my notes first and then figure out what to do. The third will be to go out during the more temperate climate to do some writing and not get bogged down by distractions: to give myself a sense of space. In the end, it is one thing to work on a major project and then some minor ones, it is a whole other thing to juggle multiple ones at once. I am no Alan Moore or Neil Gaiman to that regard and even they have had issues with that. Anyone would.

With that unfortunate, but necessary news out of the way I’d like to talk about what I have actually managed to do this year. I went to my first ever Toronto Global Game Jam and made a working board game with some collaborators, and I also attended my first ever 12-Hour Comics Marathon at the Comic Book Lounge and Gallery and completed something there too. I began writing for Sequart and, later, G33kPr0n as well. I got to cover events like the CanZine Ghost Arcade, the first WordPlay Festival, and Bento Miso’s Bit Bazaar Winter Market. I even wrote a review of the first day of the Toronto Afterdark. I wrote an article on Neil Gaiman’s The Sandman Overture #1. I met Neil Gaiman before that. I’ve tweeted with Amanda Palmer, Anna Anthropy, Christine Love, the Gaming Pixie, I wrote a review of the creative process behind Broodhollow and tweeted a bit with its creator Kris Straub, I travelled all the way to Quebec to meet some friends, and I created my first three Twine stories Level-Up, Haunted, and The Treasure of La-Mulana. I made the acquaintance and friendship of Andrez Bergen and I geek out with Julian Darius sometimes. I began reading the books of Anthony Martignetti and started to see more examples of how to incorporate one’s life with mythology to tell a story.

I’ve probably missed a whole lot of other events, but suffice to say I have been busy. It hasn’t been easy and sometimes I still feel as though I haven’t accomplished nearly enough. I know where I want to go, but I don’t always know how to get there.

But look above. I wasn’t totally useless, not everything was completely futile, and I actually did some very cool things, while I also went to many more. So there is that. I’d say, if I had to sum up 2013, I basically did a whole lot of Work. And I don’t see this coming year being any different.

So I will say right now, goodbye 2013. You had your annoyances and stresses, but we had some challenges together as well. Perhaps we planted something together that will begin to show some fruit by the time of your successor.

As for the rest of you, I will see you all, in some form, during the New Year and hopefully back on track. You know, it’s funny. The parting image that I’m going to leave you with is something that was taken in 2007 by a friend of mine I haven’t really talked with in ages, during a time of great transition in my life. There was so much I didn’t know then and I was only beginning to learn.

It seems that, to this regard, nothing ever really changes.  Until next time, my friends.

Looking Outward

The Treasure of La-Mulana

So I have been stabbing my Mythic Bios notebook with my golden pen, but for one brief moment I am going to re-materialize back from the ether to leave you with something. I made this, my third Twine story, a little while ago after watching Deceased Crab play through both the original and the remake of La-Mulana.

This game … for something I have never played and probably never will because I neither have the patience nor the hand-eye coordination, got into my head: into that mythic space that permeates my very being. La-Mulana is an adventurer-archaeology game created by the game company NIGORO and filled with puzzles, riddles, deathtraps, insanity, lore, and vintage video game goodness. It is a fun, but notoriously hard game. But the world and story that NIGORO created got into my mind so much, and so badly, that I went online at one point and looked for fanfiction based on it.

It was there, online, that I found madamluna’s long slow collision and Bones. It was the first story, a Twine narrative itself, and the news that there would be a sequel to the game itself that cinched it for me.

So now: to business. What you are looking at here is a homage–a fanfic–to a game I’ve only seen on Let’s Plays, written in Twine. Basically in addition to this being my third Twine story, this is my first polished Twine fanfic to an awesome and insane game. So while I might not be a “real” fan of the game, in that I haven’t played it, I hope you can all accept me as one in spirit if nothing else.

In other news, I am still hard at work and I plan to make a New Year’s post of some kind. I hope you enjoyed this surprise and impromptu post of mine. I hope to return relatively soon. But, since you have all been very good readers I now leave you with my modest attempt at a homage, at something that will probably be completely debunked and repudiated by the actual sequel to La-Mulana itself. It is a story with events meant to bridge the gap between the two games. So such, please remember that there are Major Spoilers. I hope you will take this in the spirit that it is given.

So good night, fellow explorers, and allow me to leave you all with The Treasure of La-Mulana.

La-Mulana

Going Deeper Into Myth, Farewell For Now

A long time ago now, as I always like to say, Mythic Bios started out as a series of private notebooks where I wrote down story sketches and some short stories as well. So I hope you will forgive the following hyperbole and metaphors as I give you some news.

I’ve been working on the Mythic Bios Blog for over a year now. It started from a great pit in my life and it’s kept me sane in a sea of chaos for about that same amount of time. I knew when I took on work at G33kPr0n and, to some extent, Sequart before it that I would have some challenges on my hands in writing for all three of them. At one point, I even toyed with the idea of cutting down my posts on Mythic Bios from two a week to one.

But now the insanity is different, and I have to do something different, at least for the time being.

I find that for the first time in over a year, I am going to be taking a break from Mythic Bios, to go back to my Mythic Bios. There is a story that I am writing right now that people are depending on. If it was just the other magazines and Mythic Bios, I could handle that but this story requires much of my attention.

So what is happening is that, with my special golden pen that I rarely use, that was in fact a graduation present for my Master’s Convocation, I am writing out this story by hand in the last Mythic Bios notebook that I have, until now, neglected for the computer screen. In order to accomplish my goal, I have gone back to the basics: to the very beginning.

It isn’t just that, of course. Life has been happening with me at a very accelerated rate compared to the slow molasses of earlier times and while this story is my top priority–with my Dark Crystal story following right after it–I find that right now I need to write less about life and actually start living some of it.

I’m not going to be completely gone. In this day and age it is simply impossible for me not to be entirely on the Internet. I will be continuing to write a few G33kPr0n articles and an article that I am really proud of is going to be published on Sequart in an instalment of three parts separated over three weeks. I may even take some time to do a quick update and let all of you know about my article.

But here are the facts. I’ve been really late making posts on here for the past few weeks. I mean, this in itself is already a weekend post and I’m not entirely sure how many of you are going to see this. I’ve learned a lot through this Blog and the challenges I’ve posed myself. I even made a great many friends and shown many of my old friends and contacts just what it is I can do beyond merely talking about my stories and my writing. I intend to continue to do so and make posts far more eloquent than the one that preceded this.

It pains me, and I am not doing this lightly, but I have priorities and hopefully when the first priority is finished I will have something to be proud of, and something to tell all of you. In the meantime, you will have plenty of reading material to tide you over here. I have no illusions that everyone has read everything on this Blog, and to those people who are my new readers, you will have a lot of entries to slog through … or anything that piques your interests. You can even look at my G33kPr0n and Sequart works, if you’d like.

I’m glad you have followed me this far. During the 50th Anniversary of Doctor Who I felt like I was The War Doctor, constantly in battle and hardly letting myself rest or even feeling the inclination to rest unless I had to pass out for a time.

But now, right now, I realize that the real war is already underway and unlike the wars of our world in which nobody wins, I hope that in this one there will only be one victor and that, in the end, you will be looking at him. I’d like to think that a good writer goes to war.

I will be back relatively soon, my friends. Take care. And, in the meantime, back to my notebook.

Looking Outward

My Second Twine Game: Haunted

Me and my Head

I am apparently now in the habit of posting late. So a week or so after the WordPlay Twine Workshop with Christine Love, and exploring Faerie Dark’s world of interconnected Twine games and stories–essentially the progression of a universe-seed in progress–I felt compelled to make another Twine.

My first Twine game was mostly an experiment to see what I could apply in a very basic way to the software medium. I wanted to see if I could tell a story and use the medium to mimic page-turnings, or panels, or–if you prefer–punctuation. With this game, I wanted to do two things.

First off, I wanted to make sure what I did before wasn’t a one-off and I wanted to keep up the practice for when I create some of my more involved works. Luckily I have the template of “Level-Up” to work off of as well as some Twine tutorials and the instructions of Anna Anthropy and Porpentine as well as Gaming Pixie’s advice to go off of too.

But the second reason I made “Haunted” is because I wanted to make both a longer story and something personal. And this story is personal. I don’t just mean that it is based off of some of my life experience, which it is, but it really taps into feelings. I wanted to make sure that I could do this. It feeds into part of a feeble excuse in which I didn’t edit the text or anything, just because it was something I wanted to say and express while it felt real and fresh and, more importantly, tangible and cohesive in my mind. So, in part, I am basically taking Twine and telling a story as flat-out as I can and I admit that process is rather cathartic, if nothing else.

This also gave me an opportunity to explore the boundaries of my own ignorance. Right now, I am at the stage where I am basically taking basic Twine hyperlinking and knowing how to make titles and attribute my name and nothing more. I don’t know how to grey-out or eliminate links once they are chosen. I don’t know how to affect the game when certain items are chosen or not, or when certain places are clicked on or not selected. I have to be mindful about what words I will be using to click from one plot box to the next.

Sometimes I have made mistakes. In my old Twine story, I didn’t even unload it to Philome.la, a free Twine Twitter-based hosting site, properly. It took a few tries and I succeeded thanks to the very prompt and patient guidance of one Colin Marc. This story, such as it is now, is structurally limited but it is more of a game than the first one is. There is more exploration and you will have some–albeit simple–options. I am still focusing on story and expression, this time more personal expression, but I hope to eventually make a stronger game mechanic to make that exploration more potent … with editing, I assure you.

That said, I can see some “dictatorship of the narrative” going on here and I don’t know how well a more generalized audience will be able to relate to this game, but as I have said many times this is a story and I am working on one thing at least that might be a bit more inclusive. At very least and if nothing else, I made an experience and a story.

So here is my answer to the question of whether or not you can haunt the places of your own life. I hope you will appreciate it, and take it for what it is. Until next time, my friends.

For now, become Haunted.

ETA: Based on scraps of what I can remember from Christine Love’s Workshop, I believe I recall what the vertical bars, the |s do. They actually create Headings so that you can Rewind your game to that point and start off from there again instead of doing it all over. I will keep that in mind next time once I figure out how to utilize it properly.

How You Can Help Me

Remember my post where I Am Asking For Your Help? Well, this follow-up post is both late and a long time coming.

I have been insanely busy. I wasn’t exaggerating when I said it feels like I’m in a Time War of my very own. I am trying to find that balance between having a life and using my art to support that life. It’s hard. When people tell you that attempting to become a published writer, especially a published writer that makes money off of your creations, they are not exaggerating. I have attempted to get published “legitimately,” and while I have still not ruled it out by any means, and I have one work in particular that I want to send by those channels, there is this one hard fact to consider.

I am working hard to make content and I am not getting paid for it.

Don’t misunderstand. I enjoy writing for Mythic Bios and being given the opportunity to contribute to the other online magazines in which I publish articles. I write much better when I get to focus on the matters of Geek Culture and other areas of interest.

This not about them or any of that. I just can’t ignore the facts. I am on social assistance, and I am working hard to write articles and stories that are not making me any money.

And this has been bothering me for a very long time. To be perfectly honest with you all, I know I’m talented. I know that I have accomplished a great many things in this past year alone and I continue to make myself believe “in as many as six impossible things before breakfast,” which is a far cry from the one or two I barely had energy to concentrate on back in the day, but despite my efforts and my audience I am quite simply not getting paid for any of it.

So I have thought about a solution to this issue. I’ve realized that this is no one’s responsibility but my own and I am now going to take steps to deal with it. The fact of the matter is that throughout my entire life, I’ve never done anything through orthodox channels, and even when I’ve been in established institutions I have had to find my own methods of dealing with them, and creating my own learning path. And now that I’m outside of academia and those established places I realize that I have to apply that same mentality to life. That said, I didn’t even know how begin to deal with life on those terms.

Until now.

Anna Anthropy, through her own quests to support herself and her work, made me aware of a new crowd-funding platform called Patreon. It is essentially an application that allows an artist’s supporters to become their patrons: to donate money to their art. It is a lot like Kickstarter and Indiegogo, but while the former are made to support larger projects, Patreon is created to fund artists on a smaller and yet potentially longer term monthly scale.

So now this is the part where I finally get to the point. While Anna Anthropy was the one who lead me to this platform, Amanda Palmer introduced me to the Art of Asking: to the power of crowd-funding, of trusting in the goodwill of your fans, and to simply asking for help.

And here is how you can help me.

I have created a Patreon Profile. I would like you, my loyal friends and Followers to read over what I have written on this Profile and do one of two things: become my Patrons and donate whatever amount of money you feel comfortable paying to my art, or spread word of my art and my Patreon Profile to the people that you know.

I go into a lot of detail in the Profile, so please read it closely, but allow me to clarify a few other matters first. I am not charging money for anyone to view my work on Mythic Bios or anywhere. Aside from the fact that I lack the authority in those other places, I do have the authority to state that Mythic Bios’ content will always be free to the public. If you’d like, think of it as what the name suggests: you are patronizing me (hopefully in the positive sense of the word) for the work that I already do and if you do become my Patrons in addition my Followers you will get to see some Patron-Only work, or be the lucky ones to get a first view of it before I launch it more publicly. And I am also willing to undertake research and creative commissions.

I am not begging you for charity and most of you already know this. I am asking you for the opportunity to work for pay doing something that I love doing and making that connection with you.

Now, this will be a learning process for the both of us. I myself am still figuring out the details with regards to Patreon and it will undoubtedly change over time. Also, I just want to state that if you ever want to stop funding me for whatever reason, you can easily cancel your donations. I am simply hoping for a modest cumulative monthly donation of some kind which I plan to share the results of with you.

The thing is: this is both really hard and very easy to ask this of you. What Amanda Palmer espouses, asking for help, is something that has been ingrained in me ever since I was diagnosed as being learning disabled. The very term “extra help” is indicative of asking. But as I said, I have challenges but I will not beg and if you can’t or don’t want to donate anything to my work I understand and, like I said I hope you will keep following it and let other people know about it and my Patreon.

There has always been a stigma to asking for extra help, or even just asking someone for help in society. But here is where I began to realize the difference. I am not asking a bunch of strangers for change. I am asking you–my friends, peers, colleagues, and loved ones–for help. I am letting go of the negative part of my stubbornness: the pride and the fear of change that does not want to admit weakness or, in this lexicon, vulnerability.

I am trusting, all of you, to help me in some way. Even if it is only in the form of suggestions, questions, concerns, or advice about the contents of my Patreon please let me know and I will treasure what you tell me.

So I am going to re-post a picture I’ve been using for two posts now, and with good reason. This was me looking at the horizon a few years ago: wondering what was going to happen next. And this time, not only am I doing exactly the same thing but I hope to see you all there with me. I will keep putting myself out there. I promise you that. I owe you that. I owe that to myself.

Thank you for supporting me: in any way that you can. You already are.

*Hugs*

sincerely,

Matthew Kirshenblatt

Looking Outward

P.S. I am going to pay this attempt at good will forward. Gaming Pixie is an excellent reviewer, graphic artist, site designer, and video game creator. She is one of those that already believes in six impossible things before breakfast. But due to life circumstances, she needs more help than I do at this moment. Please consider donating some money to her art on her website and seeing what she can truly do. Because just as I believe in her, I also believe in all of you. Please encourage her to believe in a seventh impossible thing.

And check out Anna Anthropy’s Patreon as well. She cannot have enough support for the work that she is doing: not only being one of those creating games with her own voice, but advocating the creation of means for other people to do the same.

I Am Asking For Your Help

Sometimes, I can’t believe I’m doing this.

After almost a month of few updates, lots of stories, reviews and even more review writing on G33kpr0n and for Sequart, I feel as though I haven’t touched base with you guys in a very long time. There are so many things happening now, and while not all of them have been what I expected, or even what I had originally been looking for: most of them are very exciting.

I remember when I used to touch base with all of you a lot more often: when I had time to think and ponder and reflect much more on the past. I had, and I’m sure I will always have enough, past experiences to process but sometimes you just need to … act and continue moving forward. I don’t even need to tell all of you: those of you who have existed in my life before this Blog, who were here at the very beginning, and who followed me for some time now know how far I’ve come.

I feel like a certain man in a blue box who has run almost his whole life–or at least from 2005 to 2013–and finally, soon, he will begin to stop running. I might still have youthful good looks reminiscent of Doctor Eleven but these days I can’t help but feel like The Unknown Doctor. I can relate to him so much more. After a lifetime of running, he decides to go all-out in the Last Great Time War: still doing things in his way and how he feels they should be done, but still doing it in his way.

But I think the title of the episode “A Good Man Goes to War” suits me as well: though it is debatable how good a man I exactly am. Whatever the case, where I was once focused on one or two projects and then wandered around restless and empty, I am literally bombarding myself with multiple writing assignments. Ideas–old and new–are blooming constantly inside of my mind in a way that I never thought possible.

I am writing articles for two magazines. I am working on two Twine games on and off. I am even working on two substantial short stories coming dangerously close to their deadlines. And originally, I endeavoured to keep staying in my home until I got all of this done: but now I am starting to realize that if I do that, I will never get out of here. And life is not leaving me alone. It is harder to remain a hermit now that I am more out there and my friends and loved ones also want my attention.

It seems as though, completely going up against my original metaphor I am actually getting something of a life now. And sometimes I confess, I think to myself that I can’t believe this. I think I wasn’t built for this: for approximating journalism when I was so vehemently against doing so in the past for feeling out of my depth, or delving into scholarship again after promising to stay as far away from it as possible, or daring to write an upcoming article on something truly great and having the gall to think that I have anything new and exciting to say about something like that.

I have times when I’m tired. Every day, I sit in front of this computer and go into a world of music and chatting and writing–constant writing–and putting myself out there. And with every article I finish or come up with or that decides it is important, I have two projects that aren’t finished yet and are so close to those deadlines. And I think to myself: I don’t know if I can do this. I wasn’t built for this. What if I don’t succeed? What if I keep taking down these smaller units and the large ones loom over me? What if I fail?

But as I write this, I look at what I have done and what I am doing. And I realize that despite all the aggravation and fear and outright exhaustion, this is actually one of the happiest times in my life. It is a battle, yes, and in the spirit of video games I keep taking more of opponents down with a growing sense of power but I am tired, and I realize that this game is reality.

And I need your help.

Yes, you. I need your help. It has come to my attention that my current material situation cannot last forever and while I have already planted some potential seeds for the future, I’ve realized that I need to do more. I’ve realized that I can’t do this alone. I never could. In fact, even now I’m not. There are people who have always been there for me: through all of this. And in order to proceed further, I will continue to need you and those of you who have found and like the work that I do.

So here is what I am going to do in my epic battle and I am going to be clear right now. I am going to ask you to Like this post if you are willing to help me. Let me be clear: if you know me, or you’ve just gotten to know me you will know that I won’t ask anything unreasonable from you and I will return the favour in the ways that I am capable.

I will post more details when the time comes, soon, and you can definitely change your minds then and there will be no hard feelings but right now I am more interested to see a show of hands and Likes as to who is willing to help me and believes that I will make something truly special.

I want to take Mythic Bios–and everything I have been making–and expand on it. I want to make it into something that will support me, that will give me more resources to work with in order to make better quality work, and get my name out there to do the same. There are some burdens that I need lifted and some that I need to adopt to get the freedom that I need to continue my work and my life. I suppose I can be even more melodramatic and raise my hand and shout, “Who’s with me!” but really I just want to know who is curious about what I want to do and, besides, I’m comfortable with the fact that I won’t end up like Theon Greyjoy after his speech in the Game of Thrones television series.

Essentially, all of you 1,198 Followers, I want to know if you believe in me and what I am capable of doing: just, as I already said, to see that show of hands. Comments are a bonus too: advice even more so. But right now, all I want are Likes on this one post.

I realize now that I am at the part in the game where I do need to go all-now but, with all of you beside me–physically or in spirit–I would like to see just what over a thousand people are capable of doing: especially something as modest as I am proposing.

It is said that a thousand cats can change reality. I wonder if over a thousand humans can help affect one writer’s life. Think of it as a Challenge for myself and all of you. If not, well, it was a good experiment. Take care, my friends. I love you all and, no matter what, I am now looking forward to what comes after.

Looking Outward

Who Knew that Games Would be a Part of our Future

This is definitely going to be a retrospective article. And yes: it is definitely going to be about video games.

A while ago now, in fact almost at the beginning of the online version of Mythic Bios, I wrote an article simply named How to Turn a Medium into a Genre: 8 to 16-Bit Video Games followed much later by an overview of games I found fascinating in Dreams of Lost Pixels, Hand Eye, and More Video Game Ramblings. You can read these if you haven’t, or again if you’d like to refresh yourself but they aren’t necessary to understand this current post of mine.

I’m an intermittent gamer, I admit it. As I’ve said before, I only play certain games that interest me. I’m not into first-person shooters or sports related games. I don’t even like Grand Theft Auto, though I will admit when I was younger I just loved running people over: take from that what you will. But like many children that grew up in the 1980s, video games were really important to me: as other interactive worlds to delve into instead of doing school work. And it’s really funny how even though I was one of those that always hated it when my parents and other adults called games “a waste of time,” I was that same person that would believe a game could become obsolete when something newer and with “better graphics” came along.

At the same time, I have kept all of my old Nintendo systems and most of my games. It’s that strange paradox: of not taking games seriously, but also recognizing their value at the same time and keeping them as mine. I was even ashamed to admit that there were video games that inspired my earliest stories.

For me, it was after the Super Nintendo era–which as far as I am concerned was Nintendo’s Golden Age–and the early Nintendo 64 when I began to lose interest in video games. There just … seemed to be something missing from those games. At first the novelty of the “new” polygon graphics of the Nintendo 64 and the strange challenge of 3D gameplay made up for a lot. And some games like Mario 64 and Legend of Zelda: Ocarina of Time really caught my eye: even if the controls and the perspectives made me want to scream. I mean, seriously, how many times did any of you make Link try to push a block under a time limit only for him to decide to jump on the block each and every fucking moment!? It’s actually kind of a small miracle I didn’t break my controls out of sheer fury: though I did make Link bash his head into the wall … a lot.

Don’t feel bad. We have all been there.

I felt lost then. I had played the Sid Meier’s Civilization games a while ago and sometimes I went back to them: because, for those who know me, I can’t really resist playing god. But I never found a game, really, that interested me: and it just depressed me to play old games because it reminded me of times that were no longer the present. It wasn’t until my brother and some of his friends started playing old Super Nintendo games–a lot of which I had only seen mentioned in Nintendo Power‘s Epic Center section and never played–that I got back into it. And then I realized we weren’t alone: that we and a few others were not isolated, drunken cases of nostalgia.

It still amazes me–even to this day and knowing a lot better now–that what many adults believed would be frivolous and arbitrary electronic fun that we children would promptly forget about when the next best thing came around, became some of the formative years of our childhood and the cultural references and experiences of our own adulthood. Somehow, as a few of us aged, video games became relevant beyond skipping homework and we became discerning. We pay attention to gameplay mechanics and story lines and ideas in the code of the game. Moreover, there are people who look at the history of video game development and the cultural contexts around them. And these games mean so many different things to different people.

We began to ask questions: questions such as why we had to kill the enemies in a game and what an enemy actually was? Questions of gender assumptions come up and eventually, with people like Anna Anthropy, game designers–having taken what was originally an 8 or 16-bit medium and now a genre due to the advancement and availability of technology–make their own stories (some of them very autobiographical) and use video games to create a narrative around them. And now we are at that place where we even question what a video game actually is and how “cheap games” such as those made with Twine as choose your own adventure text-based games qualify and are more accessible mediums to make games from: to allow someone to put on the skin you make for them.

What is happening with the Indie scene now is almost reminiscent of what occurred with Underground Comix in the 60s and 70s while the Comics Code Authority ruled over the mainstream comics industry. Yes, sometimes the mainstream industry makes some compelling games but a lot of really fascinating artifacts are coming from independent designers and smaller groups.

But more than any of this: I think what really strikes me is that there have been some people who thought of us 80s children as a Lost Generation: of those that had promise, but due to the economy and the changing times never reached it. We were supposedly forgotten and the media and genres we grew up with rendered irrelevant. Our time was supposed to have been a Dark Age and we are all strange, weird artifacts that neither the previous generation nor the ones after us can relate to. I go a lot into this in Paradigms Lost, Paradigms Regained, but the long and short of it is that we didn’t vanish and neither did the things that we like. They became relevant because they were always relevant to us.

And now: everyone knows Super Mario. In-jokes and references to Mortal Kombat and other games are abound. There are whole Let’s Play videos on Youtube that look at old games. And, as I said, new creators are taking those old principles and subverting them with adult understandings. Even I have been caught up in the Twine craze and I like to write about games and make game references in some of my own creative works.

Despite a lot of other things that have happened in my life, when I look at where we are going with all of this–even with some of the delays and the setbacks–it is a good time to be alive and I look forward to seeing where this goes. If anything I only hope that I can play some good vintage games with friends again: one day.