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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A Surprise Post Appears! La-Mulana, an Age, and Solo Jamming all Entwined.

I have been meaning to write here for a very long time. So I am going to write behind my own designated schedule and wave hello at all of you.

So I am still alive and I am hoping to write here again a lot more often now. For those of you don’t know, I went on something of a hiatus to finish a short story that may have me see actual print: as in something actually published in print in addition to my poem in the art book Klarissa Dreams. That is all I can really about that at the moment, but please stay tuned.

In the meantime, however, I have been busy with other things as well. So where do I even begin?

Well, I participated in the Unwritten RPG Kickstarter Campaign. I essentially made an Age for them. In case you don’t know, Unwritten is a table-top RPG based on the universe of Myst: in which you must go through several Descriptive and Linking Books that connect to other worlds. The D’Ni civilization figured out a way to write Books that allowed people to link to other worlds or gradations of a particular world: or Ages as they are called. I read the books and played two of the games in my formative years and for about a decade I had an idea for an Age and a people.

There were some changes I had to make, but what resulted is pretty impressive based on a creative collaboration with the team. I can’t wait for it to come out so I can show people that I was part of the Guild of Writers and I finally made my own Age. My nineteen year old self would be proud of what the thirty-one year old me has become capable of doing: at least to that regard.

I also admit one other thing. So you know the game I vowed never to play? Well, I am playing La-Mulana now. In fact, very soon the La-Mulana 2 Kickstarter will be making more Fan Art Updates and my Twine story The Treasure of La-Mulana will be featured in one of them. I will be on the look out for that and at some point I will link that update to all of you. It’s funny. I have gotten to know quite a few people through this game and it is perhaps one of the few sources of real community that I’ve felt in a really long time, if not ever. I am not a game-designer in the programming sense. I am a writer. Of course, Christine Love herself said the same thing and look at the places she is at now. Granted, she has programming knowledge and I don’t. But that’s ok.

In fact, I hit another milestone relatively recently. I attended the 2014 Toronto Global Game Jam. As some of you know I participated in the event last year, but armed with a basic understanding of Twine, I registered as a Solo Jammer and completed my first Twine game as such. I go into a little more detail about that on my G33kPron article Experiences from the 2014 Toronto Global Game Jam, but given what this Blog is about I wanted to talk a little shop about my game.

The Looking Glass was an experiment. After my Treasure of La-Mulana fanfic, I realized I could tell an extensive story with Twine, and use the hyperlinking transitions to control how much text the reader sees, and how much I wanted to pace the narrative. My Haunted Twine was an earlier attempt at this, but it was a lot clunkier and it still has issues that I need to address in future works. But I wanted to add more of an interactive element besides clicking on words this time around.

In addition, I was following a person’s experiences with a particular game online and, as my brain often works, I combined a few ideas together and came up with a concept and a few notes that you can see in all of their natural idiosyncratic handwritten glory down below.

I had a choice between this and a game about a serial killer. I was at first happy with neither of these concepts as I wanted to make something very personal and me for this Jam, but when I realized that my version of a “choose your own adventure” Twine game about my experience at the Jam itself would not be good enough at this stage in my development, and not really feeling the killing thing by the second official day of the 48-hour Jam I went with my original, very complex yet simply elegant idea that I should have taken more than two days to do. I may create more games like this one in the near future. In fact, I may be personally showcasing this one at the Toronto Global Game Jam Arcade in April. We shall see.

So now that I have at least four working Twine games or stories, I decided to expand a branch of Mythic Bios to contain them. You can find it on the menu bar above or click here on this link. I thought I would only make two relatively big Twine novels, but it seems my brain had, and needed, other plans. Perhaps sometime in the near future I will see what will be done with those.

And seriously ladies, gentlemen and other sentient beings, this is it for now. As I said before, I hope to be writing here more often again and I have some plans, as always. I have a few posts that are overdue and I want to fee more time to explore while continuing some of the work that I have been cultivating in my long self-exile. Poor January only had one post. Let’s see how many posts February will have as result shall we? 🙂

La-Mulana 2

Oh and before I go, please support NIGORO and Playism’s La-Mulana 2 Kickstarter Campaign. The universe of La-Mulana is both an archaeologist’s and a gamer’s dream and worst nightmare: it will challenge your ingrained assumptions about gameplay and mechanics. It also has a really nice unfolding story and a quirky character about it that few other games I’ve seen can match. So please check it out. You will not be disappointed and we might get to unlock some goodies without the spikes.

Mostly. Err …

Take care everyone.

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

Time Travel and Retconning: Revisionism and Reconstructionism in Doctor Who

Just as the New Year is approaching, so is “The Time of the Doctor.”

Time of The Doctor

I’ve come out of hiatus again, essentially, because this is another thought that just won’t leave me alone. After I was exposed to Julian Darius of Sequart’s distinctions between Revisionism and Reconstructionism with regards to comics, I applied it to my article In a Different Place, a Different Time: Revision and Reconstruction in Comics Without Superheroes? Of course, I should have realized it was not going to end there.

I mean, come on: I already mentioned space and time in the aforementioned article’s title. And after a while of gestation and trying to stave it off, I knew what was going to happen. I was going to provide the distinctions of Revisionism and Reconstructionism, taken from Julian Darius, the latter term apparently coined from Kurt Busiek, to the development of the Doctor Who series. Let’s face it: this was just going to happen and, if we’re going to be honest with each other, it probably has in no so many words and in ways that have been covered far more exhaustively than I am going to be.

So let’s get to the point and quote River Song, as I tend to with a lot of the Doctor Who articles I’ve written, to say, “Spoilers.”

This is really going to be a brief case of looking at parallels between the development of the superhero comics genre and Doctor Who. Like the early comics versions of Batman, Superman and others, The Doctor as a character starts off as a relatively morally ambiguous character: someone who isn’t necessarily evil, but not always good. Certainly, they all have the power to impose their will on others whom they don’t agree with, or are quite willing to let someone destroy themselves as opposed to interceding on their behalf. The Doctor himself, in his very first incarnation was more than willing to abandon people to their deaths if they became “inconvenient” to his or his granddaughter’s own survival.

And this was in the 1960s. Superhero comics themselves, especially the ones I mentioned, existed from the 30s onward: from that Golden Age period where superheroes were still trying to get past their “might is right” mentality to reveal at least some of the heroism that we recognize. The Doctor, however, had an even more interesting challenge: in that he was a character in a science-fiction program that drew on a tradition of science-fiction programs and stories. He wasn’t exactly a hero then and never quite fit that mould well. He and his Companions were more explorers and, as such, the program was one of exploration that bordered on a weird sort of horror: the kind of horror that, well, basically came from the spectacle of science-fiction B movies, comics, and pulp stories before it. Even the early Doctor Who episodes, from I’m given to understand, have a very pulp and serial feel to them: with constantly interrelated chains if episodes making a story followed by standalone episodes and “monsters of the week.”

Of course, things changed for both superhero comics and Whoniverse respectively. It was the Comics Code Authority that greatly white-washed many of the darker elements away from superhero adventures. Some of them simply didn’t survive and became silly caricatures of their original selves. This wasn’t always the case and some stories managed to be told well even in the midst of not being able to question authority-figures among other things. Towards the sixties, however, there were many campy and downright silly elements amongst this genre of comics: particularly with regards to Batman and such.

Doctor Who, which started in the sixties, always had an element of the uncanny and the weird in itself. It also had elements of camp and strange, tangential adventures. For some time, the BBC had a low budget so they basically had to utilize B movie props and effects to make their monsters and their stories. And The Doctor himself became a lot more of a swashbuckling character or archetype: embodying different ideals but becoming somehow more human as time went on. The humanization of The Doctor, which began with his Companions from his early days, contributed to this and probably in no small part due to the fact that the program began as a children’s show.

But just as there were so many disparate elements and strangeness in the Silver Age of superhero comics, this was definitely the case with the original Doctor Who series. What is interesting to consider with regards to Doctor Who however is that many “silly costumes and props and styles” have become iconic in themselves and even popular in a vintage, classic, nostalgic sort of way among fans. The books and audio dramas also helped to expand many of these elements and add more to the quantum branch of reality that was the Whoniverse.

It was in the 1980s that things began to change for superhero comics. This was when Revisionism came into play. Writers like Alan Moore and Frank Miller asked themselves the question of what a superhero would be like, with the powers and abilities they possessed, in a realistic situation. They were also mindful of the pessimism, cynicism, and fear around in this particular time period and wondered how the hero would function in such a world: and what they would do to that world. This is the period in which the superhero really got dissected. Writers in this time and onward seemed to draw on the ancient classical designations of “hero”: of a person of spectacular power and skill that bordered on, or were totally amoral, to reshape the heroes of the 30s and 60s. This allowed much in the way of character development and the creation of truly epic story-lines. Of course, the danger was also created: that the dark grittiness of Revisionism would become a form onto itself and not a vessel to tell a carefully thought out story. Darkness for darkness’ sake, as it were.

With Doctor Who, I argue that its Revisionism came in 2005 with the beginning of the new series. After a gap from 1989, and television movie in 1996, The Doctor returned in 2005 under a very different premise from his earlier adventures. It is almost like producer and screenwriter Russell T. Davies created his own Crisis on Infinite Earths and destroyed much of the quantum and tangential branches of the old Whoniverse in order to create a very centralized, dark, and Byronic reality: as though he and others believed that the only way the program could survive would be to “mature” into this new spirit. It is as though they expected viewers to want something less silly and more “realistic.”

So there was a Time War, the Last Great Time War, that seemed to have obliterated many loose-ends (and cause no small heap of trouble in the loose-ends that did, in fact, continue to exist for the Universe) and leave a Doctor that was more gaunt, more lonely, and far angrier than many of his other incarnations before him. The children’s show origins of program seemed to have been burned away by rage, an attempt at a more serious tone, singular purpose, and Revisionism.

Even the inclusion of David Tennant as the next Doctor, who was a marked contrast to the sullen leather jacket-wearing Doctor who somehow began to lighten up a bit towards the end, only accentuated this kind of Miltonian grandiosity. He might as well, in a ridiculously sublime way, have been an angel from Milton’s Paradise Lost sailing through a perfect clockwork Universe skewed by Original Sin, or perhaps as a far livelier Virgil figure in a kind of Dante’s Inferno of wonders. When Steven Moffat took over as producer and the Matt Smith incarnation of The Doctor came in, the youngest depiction there has ever been (he is about my age), the dark elements were beginning to wear a little thin.

But there is something truly wonderful that was forming with Doctor Who, and its spin-offs Torchwood and The Sarah Jane Smith Adventures. Despite the darkness and the angst of The Doctor being “the last Time Lord,” there has been a great depiction of wonders. I’m not just talking about the more advanced CGI or sophisticated props and costuming provided to the program. I’m also talking about its embrace of diversity: about its inclusion of different cultures, race and even sexual orientations. And it doesn’t seem to display them as novelties but as givens. As science-fiction that, by its very nature, encompasses the future and its possible sensibilities in addition to all of space and time it is extremely encouraging to see. It might have something to do with the fact that Russell T. Davies is gay himself and wanted to include diversity, but there is also the fact that Doctor Who is the longest running science-fiction show in existence and it changes with the times and the attitudes in each era in which it finds itself.

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But the sense of wonder that is, in the words of the program’s first producer Verity Lambert, “C.S. Lewis meets H.G. Wells meets Father Christmas,” is so much older than this and it wins out over the darkness every time. It is similar to the sense of nobility and kindness from Superman or the sure sense of justice from Batman. You can also call that sense of wonder hope.

By the time of Steve Moffat, whose episodes are strong in a self-contained short story fashion but whose overall structure begins to unravel the strong Miltonian clockwork of Davies with plot holes, much in the way that the Cracks in Time began to appear, or how the Weeping Angels feed off of temporal rifts and die from paradox-poisoning (which is ironic when you consider how Moffat created them in the first place and that his stories have many plot-holes), you may be witnessing a change beginning to happen. From 2005 and onward, most of Doctor Who has taken place on Earth or has focused almost solely on humans and has maintained a relatively linear story line and premise.

But then Moffat did something. By 1995, Julian Darius argues that Revisionism in comics began to change. Writers such as Grant Morrison began to look back on superhero comics before Revisionism and draw on the idealism and hope of those periods. They took the character-writing and plot development of Revisionism and combined it with the light-heartedness of heroes against the darkness. They, arguably, contributed to the creation of Reconstructionism.

And Morrison himself was known to have really liked the strange and wacky DC elements that existed before what he considered to be a cynical Crisis plot: perhaps much in the way that some of The Doctor’s fans might view his present “gritty and realistic” situation.

Now look back at Steve Moffat. In “The Day of the Doctor” he took the premise of The Doctor having destroyed the Time Lords and, in a typical time-travelling fashion, changed and retconned time. He had The Doctor and his previous incarnations save Gallifrey. Now The Doctor has to go and find it. In one stroke, however it was executed, Moffat eliminated the heart of The Doctor’s modern angst. And in the next episode, in the Christmas Special “The Time of the Doctor” we are going to see him fall to his lowest as he is apparently on his “last incarnation” and is going to die. But we know that isn’t going to happen. We know he will survive. We know there will be a new Doctor.

And perhaps, just perhaps, this is Moffat’s attempt to apply Reconstructionism to Doctor Who. Certainly the inclusion of Tom Baker, the former Fourth Doctor that represented The Doctor’s kindliness, affability and wisdom, into “The Day of the Doctor”–representing what could be another future incarnation of the Time Lord–can be interpreted as a sign of that return to some the weird, and wacky adventures that possess no small amount of hope.

But whatever the case, we are going to see Peter Capaldi as an older, but perhaps wilder Doctor: someone who is not a soldier, a traumatized war veteran, a hero with an anguished dream, or a lonely boy but an adventurer and traveler. He is going to look for where he put Gallifrey. He is going to go out again. Perhaps he might even leave Earth in all time lines and we can see how the rest of the Universe has been doing, how other worlds and newer beings live, and how he will interact with them. Maybe after all the time that Davies has reforged the content of the program it will open up back into larger vistas beyond just Earth and the human.

There is just one last Battle of Trenzalore, a Regeneration rule to work around, and then perhaps the potential for some reconstruction, for something new, for something old, and for something new again. Either way, I look forward to the journey.

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

The Work Continues and a Peek at Coming Attractions

Yesterday, I was going to post up an article that I already made but then I started to think about I feel that everybody deserves something fresh.

The obligatory zombie reference aside, this time of year is generally harder for me. I mean, winter probably has a seasonal affect on everyone and makes them want to sleep more but more recently I’ve been lucky to wake up in the early afternoon never mind what can be considered morning. I mean, I am up in the morning technically, but I generally haven’t slept before then.

It hasn’t been solely due to procrastination or depression however. If there is one thing I have been consistently this past while, it has been busy. I’ve been experimenting more directly with Twine now and after two experiments, there is another one that I would like to implement sometime soon.

For my next trick, I want to make a story with Headings that you can Rewind to, and selectable options that will determine what endings you will get. I envision a few game-overs, one “normal ending,” and one “true ending.” I have been looking at some tutorials, though I am concerned that I will be going closer into the realm of programming or, at the very least, the kind of “user-accessible” programming that was available in Civilization II: Fantastic Worlds. Twine may well be a gateway drug back into the Hell Temple of coding for me. But I do have help and all I need to keep track of time.

And I have to watch time very carefully. I have a story that I need to write, a Dark Crystal entry that needs to appear, an article that needs to be edited, and … another article that I want to write on Wonder Woman creator William Moulton Marston: on one aspect of his life in particular. I am wondering how much material will exist out there on the latter and when I will have a chance to look at this.

But I also know that I have priorities. This entry is a short one, but it’s good because it will serve as a reminder for what I am doing and what I plan to do. I will be back soon and, hopefully, sooner this time. 🙂

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.

When the Ghosts Stare Back Into You

In the First World, there were no ghosts.

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Everything was new and colourful in a washed out, nostalgic sort of way: like a lucid mind in an ecstasy of mushrooms and fantasy. And as shells of soldiers fell off ledges or collided with each other in contention, plants burned out by fire, beetles failed by foot, squat things were squashed back into the earth, and fish and squids fell in water and monsters drowned below bridges a princess was found in the right castle and all was well.

As a result, the Second World was a sleep of the just and bounty.

Until the Third World.

Until the ghosts came.

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Perhaps the ghosts didn’t so much come as they were always there and it was only in the greatest castles, forts and darkest worlds that they began to manifest. Certainly, in the time of the Third World they seemed mostly limited to those spots and, after, they could be rendered out of sight. Out of mind.

Yet perhaps in mockery of the deeds that heroes did not want to admit to, or examine in too much detail, the ghosts would always stare away from their tormentor … they would stare away until his back was turned and, like a guilty conscience no longer assuaged by excuses, his ethereal attendants would catch up with him.

By the Fourth World and the graduation from shaded 8-bits into vibrant cartoon colours the ghosts gained their own castles. And some of them had different faces. And there were so many of them. So many.

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Did the heroes ever stop to count the number of enemies they slaughtered and attempt to match them up with the restless, mocking, vengeful dead?

And now–now–the ghosts have grown in size and intent. And worse yet, not all of them turn away under scrutiny but lunge for their murderers or, worse yet, stare right back into their eyes. But what does it mean? What does it mean?

What does it mean?

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.