This Little Party is Just Beginning

It’s been two weeks now since I posted anything on here.

Really, my post before this would could have had a few other alternative titles: you know, like “Fed Up,” or “Exhausted,” or something more responsible along the lines of “I Love You All, But I Need To Take a Fucking Break.”

So let me tell you what I’ve been doing since I last wrote here, and what I plan to do.

The very day I wrote that last post, I went to my friend Noah’s birthday dinner and then hung out with him and my friends at a Tim Horton’s: including my friend Andrew whom I haven’t talked with in ages. We just talked about geeky stuff and nothing more strenuous than that. That was about the last time I have seen my friends so far, but it reminded me that I needed to get more time out that I have, well, honestly been getting.

I’m can’t remember a lot of what I did after that. I kept meaning to write something here and I just … didn’t. I even started to get ideas again and have them become more coherent in my brain. I bought the second issue of The Sandman Overture, and then the book Darth Plagueis: the last of which I’ve been meaning to do for a while now.

And during this time I knew that I had a few ideas for more Sequart and Mythic Bios articles. I want to look at Gwendolyn MacEwen again, at an interesting form of comics, at a Batman fanfic comic and the second volume of the new Sandman. The material is all there. I’ve contemplated writing about women in George R.R. Martin’s A Song of Ice and Fire, but figured it had already been done before and didn’t include it here: though some of that did make its way into an article on Sansa Stark on GeekPr0n. Perhaps that will happen one day.

I also thought about eventually making that article on Anakin Skywalker and how as a classic science-fiction swashbuckler hero he is at a severe disadvantage merely existing in the extreme black and white Force-powerful Star Wars universe. I have also been meaning to write something for my friend Anthony with regards to his second novel Beloved Demons.

And, of course, after one playthrough so far I also want to look at Zoe Quinn’s Depression Quest. It’s fitting I guess, when you consider that this past while I’ve been depressed.

Me and my Head

At first it was all exhaustion, but then I started to get perfectionist and disillusioned and side-tracked with procrastinating. Also, I began to feel concerned that I would get restless and feel empty again: having no sense of accomplishment writing at least two hundred words a day.

So I didn’t do anything at all.

Well, that’s not entirely true. I’ve been maintaining my one post a week on GeekPr0n, as it is my job but also something I like to represent my skills well in doing, but it’d been a lot of white noise in the back of my head. Of course, that white noise is ultimately a lot of ideas that lack a structure or starting point that threatened to drive me crazy.

But now here we are. I’m writing something on here again. And now, we come to the next part of this post.

I took one proactive measure that I’m proud of. A few days ago I went downtown and made good on my Day Pass to Bento Miso: a collaborative workspace and community. Game makers utilize the space considerably, but there are a whole variety of different people that go there to work on their own projects, network, and attend particular events. I must have the strangest luck in the world in that the few times I’ve visited outside of the Bit Bazaar events, I’ve always come when most of Bento Miso’s members are at conventions.

The fact of the matter is that, as I have said before, I do need a space away from home to work, but not just on anything. There are some other projects I’ve been meaning to focus on and I have not had time or the concentration to do so. And I just need something new. So I decided to join Bento Miso as a cohort. 🙂

I remember that night, walking down Queen Street from Strachan, thinking to myself that the street didn’t feel nearly so old anymore or filled with ghosts. In the spring time, looking at Trinity-Bellwoods Park and walking down the street to take a streetcar to the subway, it felt like it was new again. I mean, here I was outside going downtown on some adventures and a new quest.

I think what I’m trying to say is that for the first time in a while I felt more like me again: no longer hiding and starting that process of making new opportunities and perhaps even connections. Who knows, right?

And I do have plans. I’ve thought long and hard about why my Patreon account hasn’t been followed or supported. And I realized that my work right now, on Mythic Bios, is good but scattered over a variety of different subject matters: all of them geeky, but not always specific or focused. This was always ever meant to be a supplement to the main writing that I planned to do.

Kris Straub, before he created Broodhollow, spent much time creating works to get to that place where he could make something akin to an ongoing master project or, if you’d like to get more profound about it, a magnum opus.

So here is what’s going to happen.

I am going to be writing on Mythic Bios once a week now. I simply can’t always write two posts a week like I used to. I need time to work on other projects and details in my life. I will, of course, break my own rules from time to time, but expect a post either Monday or Thursday. I will most likely alternate.

I will still be working at GeekPr0n creating my articles for them as well and with more time, hopefully, I can send some more … unique work Sequart’s way again. But, more importantly, I am going to be creating Patreon-Only content. My plan is to create a serialized work, or series of works, and make it so that those who Support me will be able to see whatever it is I will post there. Anyone can contribute whatever they’d like and we will see what happens from there.

And that is just for starters. I need to make my Patreon more presentable aesthetically and outline what my actual goals are. Right now I just have what I can offer. These are two entirely different things and with something more concrete, I might be in something akin to business.

You can find my Patreon account right here: http://www.patreon.com/mkirshenblatt

Let me know if you have any suggestions. I have a few ideas for some serialized work, mainly fiction, that I think some of you might actually enjoy. In the meantime, this is just the beginning. There are other possibilities as well. And I look forward to seeing where they might go.

Amanda Palmer: The Keening Moment

I’m not the most musically literate person there is out there. I always heard some of my friends constantly talking about musicians that they love and bandying their name all around. And I never understood it really until relatively recent times. I’m also sure that there plenty of musicians that can sing with the intensity that Amanda Palmer has displayed. But the fact of the matter is that none of the others that I’ve either heard or haven’t bring up the effect in me that she can.

Not to this extent.

I don’t even know where to start: though I do know it is going to be short. There is a moment in a few Amanda Palmer songs, particular songs, where she enters what could be called a climactic phase but what I call a keening moment. For Amanda, and from my limited experience as I am not a fully comprehensive Amanda Palmer listener, it is that point where she builds and builds her tone and pitch to the greatest of passion and it … rips through you.

For instance, take her rendition of the song “Hallelujah.”

While she didn’t create this song, and the piece in itself already has a powerful emotional resonance, Amanda increases this frequency to its nth degree. She sings it for Anthony, who at the time was fighting a particularly brutal form of cancer. Her voice is broken. Apparently, when she was singing this and as she is wont to do as she is always on the move, she was physically ill. But, as if that weren’t enough, she was also in an intense place of grief.

But when she reaches that moment of “Hallelujah” … I don’t even know what to say. It is a scream. It’s a scream that, for me, pierced me right to the quick. In that moment, it was real. It was very real because, quite simply enough, it was. It is the terror and anger of life fighting for life. It is primal and messy and only the surface of what is underneath it. It’s like that moment when you try to detach yourself from what’s going on and you don’t understand, or want to understand what your friend is going through and you hide behind something petty only for that friend to scream that this supersedes all of that bullshit and you will damn well fucking acknowledge it: because life takes precedence over the proprietary.

I’ll be honest with you. It’s makes me uncomfortable: to have that surface of pretend that makes most human interaction ripped away to expose the raw. It is a brilliant, uncomfortable feeling made even more poignant that it is from another person being shared with everyone else.

Yet as potent as this is, Amanda’s “Bed Song” is …. something else entirely.

If her voice in “Hallelujah” makes me uncomfortable in that it reminds me of mortality and my very real lack of power, “The Bed Song,” quite frankly, terrifies me.

I’m not kidding. It scares me. It scares me to the point where after having heard it a few times, I just can’t listen to it or watch the music video. It, too, is far too real. But it’s more than that. It’s worse. It is a beautiful song and an excellent series of visuals and storytelling that captures the essence of a relationship dying.

I mean: think about this. You have two people together who love each other and you watch as time and circumstance erode that connection and friendship between them into distance. Into death. I’m not even talking about the physical death that happens at the end and the retrospection, but the emotional death: the slow rot of the soul between the two people living together, but not being together in any meaningful way.

Neil Gaiman, Amanda’s husband, has created many terrifying creatures and stories in his time. He has made “Cereal Conventions” and Other Mothers and all kinds of terrors with and without flesh. But, if I were to choose, I would say that Amanda Palmer in the context of “The Bed Song” scares me more than Neil ever could. She manages to build up to and capture the essence of a living death and the helplessness of watching it happen and feeling powerless to stop it only, at the end, to confront it … after it’s far too late.

That realization, in and of itself, is enough to drive anyone insane or want the embrace of physical death, but “The Bed Song,” the idea of two people lying next to each, facing away from each other, inches away and dying alone, is all the more horrifying because it is a wrongness that becomes accepted much in the way that someone slowly succumbs to an icy death.

It is a brilliant story. It is a poignant song. It takes the spirit of that lack of communication to the point of “too late” and makes it into art.

And it utterly terrifies me: because it makes me feel something I don’t want to feel. Or it brings out something that I already have. Because that keening moment isn’t just the climax of the song or the pitch of Amanda’s voice, but rather it’s that painful and almost transcendent moment of recognizing these qualities growing inside of your own very self.

I could just leave it all at that. I could leave you here with the feeling of raw grief and a lack of catharsis. I really could be that mean and say that this is what life really is. But I would be doing Amanda a tremendous disservice. The keening moment I identify is not merely in the domain of grief but its very opposite.

“The Ukulele Anthem.”

Sometimes nonsensical, sometimes weird, but oftentimes fun and always, for me, transformative. It just expands to the horizon and becomes liminal. There is darkness but it is the song commands, “Ukulele banish evil.” I can just see a glowing, eternal figure facing the growing darkness and playing her simple ukulele: making the shadows scream and, for a time, retreat from her sheer presence, only for her to hand it to someone else cowering in the darkness, smiling and skipping away to make another one.

So while I like the ferocity and anger of the keening moment in The Killing Type and dealing with the loss of a romance as life goes on in the summery fey cabaret of Massachusetts Avenue, “The Ukulele Anthem” is, for me, a reaffirmation that eventually the darkness will be put in its place as people realize they are not alone and they can make the light grow together even sharing something as simple as how to play ukulele.

Maybe one day, when I am less self-conscious, someone will show me how to play one. In the meantime, I am just grateful that through those keening moments I have another way to relate to music. Perhaps, as Neil’s Erasmus Fry once said, all writers are liars, but I believe that at least some musicians tell the truth.

Photo Credit: Glenn Ross

What If Comics Had Been a Place Without Codes? Would We Live as Air?

I’ve been having some technical issues these past few days and time hasn’t really been my friend but what I’m going to write here past most reasonable people’s sense of sleep is another down and dirty, and therefore ad hoc, article on comics.  So if anyone out there is an expert or has done their homework, by all means, please correct me if need be.

As some of you already know Sequart created and is now in the process of editing, a Kickstarter called She Makes Comics: a documentary on women in the comics industry and the culture surrounding it. One element in particular that it has focused on is the fact that long ago there were more female readers of comics than they were male. Now, I wrote a short article on what will soon be called GeekPron in which I found some of my own assumptions to the question, well, questioned.

I believed that it was the Comics Code Authority, inspired by the fear of McCarthyism “witch-hunting,” blacklisting, the detrimental testimonials by psychological experts such as Frederic Wertham, and a loss of business that had comics publishers eliminate most of their different genres of comics and focus mainly on watered-down stories about superheroes. All the horror, revenge, gore, westerns, romances, and sexuality all went the way of the dodo at the time because of fear. Anything that challenged the rules of the Comics Code, of authority always being right and just for starters, could not exist in mainstream corporations that published for money.

But the comic book editor Janelle Asselin also mentioned that this female readership of 55% over 45% of male readers changed as the superhero genre became more mainstream. Think about that: the idea that after a time the superhero not only reduced a female readership, but also eliminated or greatly marginalized a whole body of stories and genres that made the medium different. I realize now, looking back on what I wrote earlier, that these two statements are not necessarily mutually exclusive.

I mean, if you are afraid of losing your business and your liberty in telling stories for which you want a certain pay cheque and livelihood then eliminating anything that could be construed as an overt challenge to your culture’s status quo or even subversive to it, it unfortunately makes a horrible kind of sense.

The godfather of manga Tezuka Osamu once said that “Now we are living in the age of comics as air.” And while he was most likely referring to the influence of manga in Japan as becoming more widespread, its connotations can be applied to the comics medium in general. According to Paul Gravett, in Sixty Years of Japanese Comics, Tezuka believed that comics without passion or originality can become damaging and even create pollution. It took me a long time to figure out what this meant. When I first encountered the quote and the explanation, I thought that it referred to the potential damage to the morality of the reader but now I realize that the quote can definitely apply to comics as a medium and what occurred during the heyday of the Comics Code Authority.

The age-old notion of the superhero ghetto that we are so used to hearing about with regards to the comics medium: the notion of an immature all-boys club with shallow depictions of sexuality and simplistic violence with no consequences is damaging not only society’s concept of the medium but also that of its readers and future creators.

I’m not, by any means, saying that the comics that existed before the Code and its predecessors were the fonts of enlightenment for gender or, really, humankind. But there was a lot more experimentation before the Code and it just makes you wonder: what would have happened if these vigilantes and superhuman beings in tights had just remained one of many genres and there had been no Code?

I mean, there is always the scenario that Alan Moore presented in Watchmen: that if masked heroes and one a superhero had been in existence then no one would have paid attention to Wertham and the horror comics of Bill Gaines and friends would have dominated the medium from the fifties all the way into the eighties: becoming darker and more grotesque with time while also innovating itself much like our comics have done.

But that is just one creative interpretation. Who knows? Maybe a flat period of unoriginal and recycled stories would have followed regardless. Perhaps female readership demographics would have changed or something else would have challenged the “morals of comics:” for or against the status quo. Or we could have had another Golden Age: where comics became, earlier on, a widely accepted form of beautiful art and every great artist might have tried their hand at one. Maybe comics could have become widely accepted and mainstream coffee table or instructional as manga has in Japanese society to an almost ubiquitous degree. Instructional comics even had their place in North American society and to some extent they still do.

Of course, those latter thoughts are just me playing at utopia and I’ve never been really good at that. Maybe if there had been no Code comics would have, earlier, been just another form that challenged conventional morality much like any work of great art or literature should. Of course, again, this also happened in the Western world through the advent of what we understand as Underground Comix defying the establishment during about the late 60s: about that same time frame that Asselin gave when she talked about the female comics readership majority existed from the 1950s to the 1960s. Or perhaps the comics medium would have burned itself out as a fad and amateurs such as myself would be wondering, even then, what if: what if it had been different.

As for me, if you really want my honest opinion I will say this. I think that if there had been no Comics Code or anything like it children would have still been influenced by Tales from the Crypt, and Archie, and The Lone Ranger, The Green Hornet and all of those others. And some girls and women would have had Wonder Woman and Black Fury. Many things would have continued on, but sometimes I think about that idea of all people–young, old, straight, LGBTQ, male, and female, different ethnicities, different classes–making their own comics and showing them to their friends and the world. They would realize how different they and everyone else are but also how many things they have in common.

And when you wipe away my pseudo-utopia of a whole loss of potential for a readership of intensely intelligent men, women, and sentient beings, when it comes down to it I do like the idea that without the Code and the forces behind its development, the medium of comics would have been considered more than just silly laughter and transparently hidden BDSM parodies. Those things would have been a part of the kaleidoscope. I think that many more people might have seen comics as a medium that tells all kinds of stories: a space inside and outside of us that is pictures and words. I think many more people may have been more accepting that the medium of comics as that place of sheer variety, like film, between both art and literature.

There is another way to look at Tezuka’s quote about “comics as air.” If you take the pollution of censorship and unoriginality away, what you might ideally have is a fluid art-form that anyone can learn and use. And if you consider that we all live in the continuing Age of Information and in societies that utilize wireless Internet and you include webcomics into the medium … perhaps we can all fly where only superheroes used to tread: up, up, out of the ghetto and away.

Miracleman Balloons

You Never Know: Resurrecting a Phoenix and Moving On

I’ve been writing a lot on here lately again. There is so much else that I am needing to do, but now I just want to spend some time and really get contemplative on something.

I still find it really amazing just which of my articles garner the most attention. When I first wrote my When I Recognized Elfquest article, I had no idea that so many people would find it fascinating or even relate to it: never mind having the Pinis Favourite, Retweet, and Share it throughout the Elfquest community. The fact is, you can never predict these things. I wrote that article back in 2011 and it sat on my Facebook without input of any kind until I realized, after my hiatus, that it was time and I brought it here–with some revisions–to where it rightfully belongs. I actually have another Elfquest personal story in me. I’m not sure when or where I’ll post it but hopefully I will share it one day.

And then there is my Sequart article On the Art and Cycle of Proper Suffering: The Artist Figure in Phoenix: Karma. That article has its own personal story as well and, as I sit here late at night, I consider the place from where it came. It was originally a paper for a class in my Master’s Program. It was conceived and written in the 2008-2009 period when York University was on strike and, as such, many deadlines and time tables were severely messed up. We ended up having to do Fall term papers during the beginning of our Winter term. It was not a pleasant situation.

Nevertheless, I liked my class and I decided that I wanted to write a paper on Tezuka Osamu’s Phoenix: Karma: as I consider myself an artist, who sometimes emotionally suffers and, as such, finds sympathy with that work. I had a lot of challenges to face when writing that paper. Between continuing to live on my own at the time, and juggling my other assignments and relationships in addition to the readjustment of the school year I found that I had to ask for a few extensions on the paper.

It was towards the end of summer, or what I termed at the time the Summer of Hell when everything seemed to be falling apart, that I finally emailed the final draft to my professor. There were a lot of things wrong with my paper back then. I barely grammar-checked it, never mind read through it, and it was barely twenty of the twenty-five pages that it was supposed to be. But I reached a point where, quite honestly, I just didn’t give a damn any more. It had been hovering over my head for so long and I just wanted it done so I could finish the last of the original term’s work and move on.

After going to a much needed vacation at Dragon Con in Atlanta, I came back to find that my professor marked my paper and left it for me. I remember telling myself to prepare for the worst. Despite that, it was both a surprise and a slap in the face. The comments that my professor left on my paper amounted to the following: that I hadn’t done the work I was supposed to have and that this was not Graduate school material. He ended up giving me a B- which, I have to admit, was pretty damn generous of him.

And suddenly, the reality hit me and I felt a great deal of shame. Here was this excellent comic that I read in the remaining years of my Undergrad, while I vowed to write a modest paper on and which I rushed when I just couldn’t take it any more. I didn’t understand my professor’s instructions, despite asking him a few times and it frustrated me. I was also, before all of this, a good student and to see those words in front of me, that what I made wasn’t Grad School material, honestly made me angry. It made me so angry after everything I’d gone through that I wanted to quit my Program.

Of course, this was all ego talking and most of the suffering I went through had nothing to do with academics and more to do with the choices I made in my personal life. In the end, it was too much and I just took the paper, put it in my desk drawer, placed it under a pile of other papers and tried to forget about it and the lingering shame of failure.

Fast forward a few years. I was living with my girlfriend and we talked about the paper. She gave me a bit of a reality check and told me what I already knew: that my professor had been damned generous. So I called up a digital copy of my paper and read it. I actually read it. I looked at all the grammatical errors, the bad sentence continuity, the lack of flow between ideas, and even some outright preventable errors. And when I mean preventable, I mean I made spelling errors. I even misspelled one character’s name.

It did not sit well with me.

So I spell and grammar-checked that son of a bitch. I made more transitional sentences. I made the word flow a whole lot less awkward and painful to look at. I didn’t know why I was doing it. I finished the assignment years ago. There was no point. Maybe I planned on publishing a better version. I do know I was toying with doing more research and going beyond the narrow limits of books that my University had available on this subject at the time. But then life happened and I forgot about it again.

A year or so later, Julian Darius saw my comments and my work on Mythic Bios and asked me to join Sequart. At one point, another year later, we were informed of it being Manga Week: that we had something of a call to papers or articles to do with manga, its creators, and culture.

That was when I realized something. My professor was right. Maybe “Proper Suffering” wasn`t Grad School material.

But it is Sequart material.

There were some difficulties of course. I’d evolved a different style of writing thanks to Mythic Bios: a combination of the formal and the profane as I like to say. Even my article on The Stitching Together of a Mythos: Kris Straub’s Broodhollow, for all of its relatively extensive footnoting, still had the informal aspect of contractions and some personality on my part. In the case of “Proper Suffering,” my idea was first to re-adapt my old paper into an article that specifically focused on the manga of Phoenix: Karma itself and then get rid of the internal citation and the formal arrangement of language in the paper. But first, I eliminated the extra material on Japanese modernity in the paper. I narrowed and focused it solely on the manga. I added more to the title of the thing. And then I remembered something another professor said to me about my work with comics at York. She told me that I needed graphic examples to complement my written work as that was the medium I had chosen to examine.

So I looked for scans of Phoenix: Karma panels on the Internet. I did not find much. I tried to scan my own copy professionally but it didn’t work and it would been too expensive: especially for bad copies. I did work on Neil Gaiman’s The Sandman Overture #1 in the meantime and forgot about it until I was asked to contribute another article. So that was when I decided to bite the bullet, place the graphics in that I could get, create transitional sentences between parts because, at this point, I realized “Proper Suffering” was at least three serialized parts in Sequart format. I even added in an extra part examining the kleptomaniac Buchi, whom I didn’t have the time or the energy to look at before, though she was important in the artist Akanemaru’s future decisions.

Then, finally, I sent it in.

And there it is. It still isn’t perfect. Sometimes I wish I added a bit more about how the artifice in the ancient Japanese city of Nara in Phoenix: Karma was representative of the Hindu and Buddhist concept of maya: that all of reality is an illusion of sensory addiction and suffering and how Nature leads to a truer state of non-being beyond ego: or nirvana if you’d like. I feel as though some of the graphics are not quite positioned in flow with the words of my article and then there is the occasional awkward sentence. I thought very few, if any people, would want to see something so painfully, bluntly, academic. It was a relic from another time in my life and I had reinvented myself in many ways much like Tezuka’s emblematic fire-bird.

But then I noticed something. People were retweeting my article in all its three parts. Not just Sequart and my peers there, but other places and people like Brigid Alverson and Tezuka in English. I mean, I was told by Julian that there were few scholastic English sources that focused on manga in depth, but I didn’t believe him. I thought what I made was mediocre at best or at least serviceable. I still think that to some extent.

Yet having “On the Art and Cycle of Proper Suffering” acknowledged really vindicated something for me. It’s one of the few things that from that point in my life that I could go back and give another chance. It was the only thing I could fix. And I did fix it. I resurrected that work like the namesake of the book that I examined and made it better. I suppose, in the end, in doing so I didn’t just make a good and reasonable article but in so doing I also redeemed a perceived failure and honoured a part of my life: with something to show for it in the end.

Perhaps that is one of the real lessons that Tezuka’s characters should have taken when hunting for the legendary phoenix. Like the ancient Sumerian hero Gilgamesh realizing that a mortal life of accomplishment is far better than one of perceived eternity and perfection, I realize it was the process of searching for the phoenix and that even though the pain was a part of it, it was only part of a totality.

So yes, sometimes you just don’t know which of your articles or writings people will like, or become relatable. Sometimes you just have to keep moving on.

Tezuka's Phoenix v4 p108

For Crystal and Castle: An Author Quest Ends and a Gelfling Gathering Begins

Last week, The Dark Crystal Author Quest to write the first novel of The Gelfling Gathering finally ended. Twenty-five excellent writers were given honourable mention and five were chosen as finalists. It still really disappoints me that I couldn’t find the time to enter the story that I had planned. I was working on another submission at the time and I had to make a choice. Suffice to say, it was not an easy decision to make and, hopefully, I will be able to show all of you the fruits of that decision one day soon enough.

However, I did manage to do something during that time. As a treat and in honour of the Author Quest’s success, I want to show you the introduction that I created to start off my Dark Crystal Gelfling Gathering tale. I hope you will take it in the spirit that it is given and enjoy. Its working title was Dark Crystal: For Crystal and Castle.

It was over nine hundred trine ago that the Great urSkeks, wonderful, luminous, glorious beings from the highest realms who had come to bring wisdom and enlightenment to our beautiful world of Thra, finally left us. They had come to our home for contemplation and, having gained the revelation of their true selves from the divine Crystal of Truth, they left us with one final task.

Before the urSkeks, we were small and lowly. It was not until their blessing that were chosen as Stewards of their Castle of the Crystal: to guard it, Gelfling, Podlings and all of Thra from the evil that still surfaces to this very day.

For the soul stealers, ugly, twisted monsters that would take Gelfling children in the night for their shadowy sorceries were locked away: banished to their prison in the Mystic Valley from which they shall never fully escape. Our Adversaries were held back and imprisoned behind the wards of the urSkeks, whose power we still maintain and they cannot ever fully escape: let alone dare approach the Sacred Crystal to see what cowards they truly are inside.

Nevertheless, the soul stealers are crafty and clever.

To this very day, led by their dark and insidious Master, these cruel wizards still lure Gelfling victims to their Valley. And sometimes it is even worse. Sometimes, some–not all, but some–of the soul stealers find ways out from the barriers that seal them their infectious nature from the rest of Thra and seek to interfere with, and corrupt, our great and glorious realm.

This was the reason why the paramount of our kind, the beloved and enlightened Emperor skekSo First and Only of His Name, created the elite Castle Guard and made his Empire of all Gelfling civilization and Podling principalities. This is why we have decided to teach those worthy among you Gelfling the arts of war and defence.

And while a soul stealer cannot be destroyed by Gelfling or Podling hand, with your help we can capture and contain the menace of the wizards–to keep the dread Sixteen from liberating their entire body–until that great and glorious day when a thousand trine shall pass and the Third Great Conjunction brings glory to the Empire, peace and order to its loyal citizens, honour to the Guard that defends our Lordly Stewardship and the Crystal of Truth, and eternal oblivion to the soul stealers and their corrupted followers.

Until that momentous day we must remain forever vigilant. Everything is connected and it will only be through our sense of connection and our trust in his Imperialness the Great skekSo that we will all find true harmony.

This is our duty and our gift. This is our peace to all of Thra.

Remember the oath of our Guard: “For Crystal and Castle.”

— written by skekLi, Noble and Humble Poet Laureate of the Skeksis Empire

File:Castle of the Crystal - Pure.jpg

This was, sadly, as far I officially got. But I had plans. I’d written a whole lot of notes asking myself questions about the Skeksis, the urRu Mystics, and the Gelfling, their different Clans and what kind of plot I could make out of all of it.

But as the second part of my treat, I will tell you what I roughly had in mind.

I really planned on writing about Rian, the Woodlander Gelfling Guard slowly discovering that his beloved rulers were in fact some of the most evil monsters that he has ever met. I wanted him and his Spriton friend Jul to be rivals in the Guard and when Rian finally did defect away from the Skeksis, he would have to face his best friend until, finally, the latter saw the truth and came to his side.

During this time, the Guard are actually trained and led by three Skeksis: skekVar the General instructs the Gelfling in land-based combat, skekSa the Mariner drills them in naval war, and skekMal the Hunter teaches the Guard survival skills and the art of stealth and, well, hunting. I wanted to make three things clear. First, skekGra the Conqueror was once a leader and instructor of the Guard before he was exiled by the Emperor along with skekLi the Satirist. The second is that Emperor skekSo sometimes displays his martial prowess during Castle Festivals and the Guard are in awe of his speed and sheer power. And, third, that all the Guard feel very uneasy about skekMal. He has this way of looking at them as though they are just pieces of meat. Sometimes, some of the Guard go missing during the night. Not always, but occasionally and while the “soul stealers” are blamed, some of the Guard wonder.

Of course, it is revealed later that skekMal basically trains the Guard to hunt only to hunt them down, in return, much later after he puts on his mask and tracks them. It is basically a sport to him to “play with his food.” Even the other Skeksis find that somewhat disturbing. He comes and goes whenever he feels like it and he supports the two Skeksis in exile when it suits him. I was also toying with the idea that it is on a mission to “find” the exiled Skeksis that Rian discovers more about them.

Basically, this side story, or first book even was going to have the Emperor send the Guard to stop skekGra and his associates from attempting to make their own rebellion with Gelfling followers. If skekHak the Machinist hadn’t been killed in the second volume of Dark Crystal Creation Myths, I would have used him to create a makeshift essence-extractor: a cruder version of skekTek’s. However, perhaps skekMal had his own portable device made when he threatened skekTek. Remember: the Gelfling Gathering takes place before the Emperor had sole access to essence, so it is possible that something like this could have happened.

But in any case, I saw Rian and the Drenchen Gelfling Gurjin as childhood friends. Gurjin, for a swamp-dwelling Gelfling, was the more scholarly of the two in my mind and he wasn’t a part of the Guard. When they weren’t playing Jarra-Jen and Creghel the Tyrant, they played Three Suns and the Moon: each of them was one of the suns and an old childhood female friend was the moon. I picture her as a Vapra and perhaps, in their minds, the future Queen of the Gelfling Clans.

Eventually, Rian discovers that there is a Gelfling Resistance led by the hidden Gelfling Queen. As it turns out, almost a century ago, the Sifa Gelfling Gyr and the Vapra Lady Kel witnessed the actual creation of the Skeksis and the urRu. Kel, becoming the next Gelfling Queen, secretly passed on the knowledge of what happened through dreamfasting with her successor and a select group of loyal Gelfling. They didn’t know what to make of what they saw and so they waited. They waited for a few generations: knowing that they didn’t have the power to oppose the Skeksis directly and that their own pacifist nature, with the exception of perhaps the Spritons that were so close to the Skeksis’ corruption, would limit whatever they could do for now.

I decided that Rian first acts as their spy in the Castle and then he finally just can’t stay there anymore. Maybe I will tell that story one day: though it will definitely be fanfiction unless the Henson Company or Grosset and Dunlap are ever looking for short stories. That story was going to be my entry. And if the third Dark Crystal Creation Myths book doesn’t destroy its continuity, then it definitely will be a fanfic.

But as for the rest … Rian sees the beginnings of the proto-Garthim developing in the cave tunnels of the Castle: supervised by skekUng the Garthim Master who wants to supplant skekVar as General and skekTek who hopes to get more prestige out of helping him. I see them as red and raw without their organic carapaces at this stage. Rian and his friends run into the real Gelfling Queen: a young and mute Dousan Gelfling. She has mastered Dream-etching: the precise ability needed to bring something from dreaming into physical being. She will become the central architect of the Wall of Destiny. They attempt to mobilize the other Gelfling, but they need resistance and disbelief. But gradually, they would pass on what they have learned through dreamfasting.

At this point, the Skeksis become aware of what is going on. As they pass the cover story of there being missing shards of the Crystal, as the Gelfling group has revealed that it is damaged, the Castle Guard is led by Emperor skekSo himself, along with his minions, to take care of the Rebels. Unfortunately, for the Skeksis, the Guard are all converted to the Rebels through dreamfasting. I planned, at this point, for the urRu to get involved: as the protagonists were staying in the Valley: having realized that the Skeksis’ accusations against them are obviously false and the Skeksis are the ones kidnapping and “draining souls” from Gelfling.

There was an epic duel between the four-armed combatants: urSu the Master and skekSo the Emperor. These are not the decrepit beings we saw in the film, but two powerful opponents in the prime of their lives. Each blow they land on each other also affects the other one and they gain cuts and injuries that match each other’s own. SkekSo only retreats when he realizes that his Guard have defected and his other Skeksis are facing similar problems. SkekSo vows revenge and flees. The Gelfling either do not notice this phenomenon or simply do not understand and it is understated. It is also during this time we are introduced to urVa the Archer: the one Mystic who seeks to actively destroy his counterpart in the form of skekMal.

UrVa spends much time teaching Rian and the others how to fight, as he is a martial arts master, and when the time comes to leave the Valley and go to organize the other Gelfling, he chooses to go with them: being the only urRu who can actually find it in himself to actively interfere in what is going on. Later, as they get to the site where the Wall of Destiny will be built, this is when the Skeksis get nasty and they send the three militaristic Skeksis with a mass of essence-drained Gelfling husks, literally zombies, to destroy the Rebellion.

By this point, it is a bloodbath. And what is worse is that skekMal starts picking off Gelfling from the shadows of the Vapra’s trees (I assume this their territory is close to where they are building the Wall) with his crossbow. He and urVa have a standoff. UrVa hates everything that skekMal stands for, representing the aggressive side of him he despised as an urSkek, while skekMal hates urVa for being that weak and hesitant part of his original self whose deliberations cost lives back on the urSkek homeworld.  In the end, they both shoot each other at the same time: a former whole being in conflict with its dual aspects.

Rian holds urVa’s dying form in his arms. UrVa asks Rian to kill him, but Rian doesn’t understand and refuses. He then goes and finishes off skekMal: who had killed his father not too long ago. Both Skeksis and urRu die. Then the seven Gelfling Clans, all knowing what the Skeksis truly are, congregate and the Wall is created.

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It awakens the essence-drained Gelfling husks from their living death and the remaining Skeksis are forced to retreat. But Rian, the Queen and the others all know that this far from over. Nevertheless, there is still hope and wonder in Thra.

This is, sadly, as far as I got in my notes. And there are so many gaps. I still have difficulties describing our world’s geography, never mind Thra’s and its unique solar system. There is also so much story there and many story lines that I could have done with the mariner Sifa, the desert-dwelling Dousan, and the underground Grottan. I did plan on having each chapter dedicated to, and function from, the limited third-person perspective of the character: Skeksis, Gelfling and perhaps even an urRu. You know: much in the same that George R.R. Martin structures his chapters in A Song of Ice and Fire.

But I didn’t get to it. Nevertheless this process of world-building kept my mind occupied and got me into some good discussions on The Dark Crystal Community Forums. I’m also pretty sure I learned something and, in the discussions themselves, I even suggested corrections for their entries into the Encyclopedia. And what is even more awesome is that the other authors that didn’t get into the finals have a similar idea to mine and have posted links to their stories in the Forums and in the Fanfiction section of the Dark Crystal website.

The fact is that my experiences in the Quest, for all I didn’t make a story, deserved its own honoured place in my Mythic Bios and it is excellent way to show you how my creative process and, well, my mind works.

I will say it again: everything is connected. Everything is connected and I am glad I connected my creative mind to the world of Thra. Therefore I salute my fellow writers and posters, as well as the Henson Company, and my story that could have been and in the words of the Castle Gelfling Guard I planned to create let me proclaim proudly, “For Crystal and Castle.”

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.

A Traveler’s Account of Katrina Elisse Caudle’s Darkmoon City

On the surface, Twine is about making games. But that is just one way of looking at it. To be more specific, Twine software allows one to hyperlink from one page or another through the click of a word. Words link together different pages and, ultimately, different ideas. Now, take that bare-bones concept and link together not only Twine narratives, but short stories and real time events. Essentially, in doing so, you would be creating a reality from multimedia.

Someone at the Toronto Global Game Jam made this suggestion to me after I showed him the Twine game I made at that particular event. However, what he didn’t realize is that others have already thought of this idea, and have utilized it.

In creating Darkmoon City, Katrina Elisse Caudle is one of these people.

I am not entirely sure how I found Darkmoon City, back when it was called Faerie Dark and focused more on its own content and less on outside activities. Katrina’s site itself has evolved quite a bit. At one time it was a textured grey interface in which you had to input the names of the Twines or stories that you wanted to see in a search bar. It was arranged in such a way that inputting the title of the work was a lot like participating in an agreed-upon ritual or the casting of a particular spell or evocation that would interact with the world of words and code that Katrina embedded into that world. I will admit that sometimes it confused me and it was hard to search for what I wanted back then. I even had the odd error or two. But, eventually, I “said” the words and found a part of her world.

At the time, there was only one Twine game: one interactive hyperlinking story. It was, and is The Edyn Project. I played this game during a time when I was still beginning to figure out how Twine games worked and attempted to see the different kinds and qualities of such that existed. Essentially, you find yourself in the White City: the former seat of arcane learning before the plague that wiped magic, and a good portion of the global population, off the face of the earth. The Edyn Project is an attempt by various powers to utilize technology in order to create a utopia from a Dark Age.

It was here that I began to see a different world-view emerging: especially with regards to how the White City’s new bitcoin economy is supposed to function. To this day I’m still confused about bitcoin, but the game did succeed in introducing me to the layout of the City and some of its history: including the presence of an ambiguous artificial intelligence program guardian named Edyn. I didn’t know, then, that the game wasn’t completed yet and indeed I reached a point where I didn’t know what else to do and got caught in a looped event at one point when going back to deal with my character’s blood work.

I really got to know the world of the White City through its short stories. Liminal Creatures of Heaven depicted something of a creation mythos and a different cosmogony from that of our own solar system. It even has its own astrological charts and celestial cycles.

But it wasn’t until The City With No Animals that the spirit of what would become Darkmoon City really began to slowly and subtly set into my mind.

Imagine a world where animals no longer exist: to the point of them becoming legends and myth. Now imagine a world where homosexual, bisexual, queer and polyamorous relationships are not only seen as commonplace but as part of an unquestioned norm. Then consider a place where there are more than two kinds of gender, where people can alter themselves in an almost transhuman sense, all of this is an ingrained and understood part of that world as well. The pronouns of he, she, and they are simply there in sentence and conversation. Now add to the fact that magic once existed and is in the process of being replaced (or complemented) by science and technology of questionable nature and a new bitcoin economy while the vestiges of the supernatural remain as ghosts, and faeries, and other things.

Now imagine writing this world with characters that experience varying degrees of emotions while exploring old and new secrets, and each other. You would basically be creating a whole other kind of paradigm or mentality from our own world. Katrina basically does all of this. It takes some getting used to and sometimes there is even still a bit of culture shock, but once you watch the characters’ interactions with the world and each other you begin to focus on them a lot. What I really loved about “The City With No Animals” is the fact that Katrina captures well that feeling of sweet confusion when you are discovered by those you know are special and could be, or might not lovers even as she also depicts the warmth of intimacy between childhood friends. “The City With No Animals” is a long story of four-parts, it has a unique writing style, and it is definitely worth reading.

I said a whole lot of other things about this story to Katrina herself, but unfortunately much of this correspondence was lost and now I can only focus on my impressions of what I read from that time. Indeed, Katrina changed the layout and name of the site from Faerie Dark to Darkmoon City. I’m not sure if she reloaded all of the older stories that I can’t recall, but she did add some newer elements to the new layout that she has created.

In addition to another interactive Twine called Happy Birthday Smoke!–in which you play as a character from “The Edyn Project” who is discovering her uncle’s creation of bitcoin and thus giving you a tutorial into what it is for the very first time–there are the addition of more creation myths and legends in the form of new stories.

I mentioned earlier that Katrina has a very unique writing style. I think what really stands out for me is in addition to a world with different ideas of gender, economy, science and magic, there is this very fascinating blend of Far East Asian and ancient Western culture, philosophy and mythology that exists in her overarching, and interlinking, narrative. If each world of fantasy and science-fiction is part of a multifaceted lens looking at an alternative perspective of reality, then Katrina’s world of Darkmoon City feels like a pale violet-tinted part of the cosmological kaleidoscope. Her language and sense of pacing are languid, flowing, and beautiful: and they put you into an “alien” and external mindset intimately and to the point where you realize it may not be that dissimilar from your own.

There is one more thing I want to mention before I wrap this retrospective up. A little while ago, while Faerie Dark existed, Katrina had another Twine game called Chrysalis. There were a few interesting elements about this game. First of all, and as far as I know, it was the only game that required payment: the small amount of $2.99. Secondly, it was a Twine that incorporated images and audio into its structure. But the third and most important element that I want to look at is what the about was about.

Essentially, Chrysalis was a Twine game in which you visit a courtesan named Rabbit. Its premise is almost an answer to the questions that the Canadian comics creator Chester Brown seems to pose in his graphic novel Paying For It: what kind of world would result from the creation of a society without the stigma of paying for sex, or even on non-conventional relationships? What kind of morality would exist where an exchange of services for intimacy and learning is condoned, honoured, and even encouraged as healthy?

You had to progress by learning various lessons through interaction with Rabbit. Should you have not been interested or wanted to skip ahead, you were always invited to leave if the terms no longer suited you, or if you could not follow or respect them. I didn’t always understand the astrological elements within the game itself which, may or may not have made Chrysalis into part of Faerie Dark (or Darkmoon City now) or as a standalone in and of itself. Sometimes the audio did not work and it did verge into some specific areas of sacred sex and spirituality. Sometimes the audio segments seemed long as well. But what really struck me about that game, aside from being a creative attempt to depict a different form of society where sex work is an inherent part of the culture and you learn about intimacy, sensuality and just what constitutes as an important exchange between consenting adults, as well as navigating the places between different emotions and a process of personal growth, is how Katrina applied her own experiences and the paradigm of her creative world, and bitcoin, to the scenario of Chrysalis.

It was not an explicit game, but it was definitely a very involved and thoughtful meditation on pleasure. Sadly, my words aren’t doing this game any justice as I can no longer access this game. It came in the form of a code I purchased for Faerie Dark‘s search bar that now no longer exists. All that is left are Katrina’s above account and ethereal fragments of audio to give you some idea of what this game was like. But it, and the other stories, were an excellent look into the creative mind and imagination of Katrina and what could be.

Darkmoon City is still very much a work in progress, with its own Patreon page, and as a fellow traveller into the realms of fancy, I look forward to walking where the White City journeys from this particular foundation.

I Got Quoted, She Makes Comics, La-Mulana Cries, and A Pixie Is Making Games

This will be my first post written directly on schedule and I hope to make this a habit again. So what I’m going to do is the following. I missed you guys so much that in my haste to actually let you know what’s been going on with me lately, I’ve actually forgotten t mention a few things.

The first is that Anthony Martignetti, the author of Lunatic Heroes and now Beloved Demons, has created his own writer’s site and in its “Reviews and Endorsements” section is a blurb, at the very bottom of the page, taken from someone that all of you might find very familiar. Basically, Anthony quoted me. 🙂 I found this when I was at the Toronto Global Game Jam (which probably explains how I forgot to write about it with all the writing I had to do there and after) and in addition to all the positive energy that was already around me, it made my day. The fact of the matter is that I am honoured and feel kind of unworthy to be mentioned in such really august company.

That said, it still makes my day and reminds me that I am actually doing some good work here on Mythic Bios. I will tell you right now that it has been difficult to return back to my regularly scheduled posting. I still plan to do some writing outside of Mythic Bios and the Net and, regardless of even that, it took a while for the old, weird ideas to come back into my head and flow properly as they did. But I do have something to work with now.

And Anthony, I have not forgotten about you. You will all see something new about Anthony’s work relatively soon.

But here is what I am going to do for the rest of this post. I am actually going to be doing some very shameless plugging for some really cool things that haven’t been derived from me.

For first thing’s first. The Sequart Research & Literacy Organization is making a Kickstarter Campaign called She Makes Comics. Basically, this is a documentary about women in comics: specifically women as creators, editors, researchers, and publishers in the comics world. It really makes me frustrated that, despite all the comics I’ve read, I actually had to struggle to suggest some prominent female comics creators. In fact, it makes more than frustrated. It makes me sad. I am doing my part to support this Kickstarter. I even wrote a G33kPr0n article on She Makes Comics to give you another look or perspective on just why this is so important. I hope that you will support this campaign, or at least send the links out to those you know and, if you are Facebook or Twitter users, please do not hesitate to use the hashtag #SheMakesComics.

There is also another Kickstarter I would like to draw your attention. The La-Mulana 2 Kickstarter has reached its baseline goal. However, in order to unlock more goodies from chests not rigged with spikes, including the addition of extra character journals and story-modes to an already dangerous quirky puzzle and monster archaeological game of death, it requires more funding: with not much more time to spare. I always hated “timed levels” and I hope that someone here will make sure that this remains in reality and not in the game: which I hope to see funded as far as it will go.

I still hope PLAYISM will have time to post up my Twine fanfic in another Fan Art Update: as it has not happened yet. 🙂

Finally, last by not least there is a game-maker that you should be following. She is Gaming Pixie, whose work and process I reviewed in Life and Identity, Eden and Hell, and not only is she working on a video game that centres around a girl surviving seven days with her alcoholic father, but she has made offline versions of her Twine games Eden and Shadow of a Soul. The latter games are very complex and if you purchase them you will be able to store them on your hard-drive to play at leisure and also experience far less graphics and sound loading time. In addition, with the very modest prices that she offers for both games, you can also help to continue funding her endeavours. I cannot recommend Gaming Pixie’s work highly enough and it will only get better with time and aid. You can find both games here and, if you’re a Windows user, you can download “the first day” of her first major game Fighting the Monster for free.

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And that’s it for now. I had this all in my head for a while and there is still so much more work to do. I will speak with you all soon again I’m sure. Take care now, and have an excellent week.

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.