Showing posts with label geekery. Show all posts
Showing posts with label geekery. Show all posts

Thursday, April 25, 2013

Cocktails, murder, and treason: a stay at the McKittrick Hotel

[Cross-posted from the Duncan/Channon Tumblr, because attribution is forever.]


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I am somewhere in midtown Manhattan, in the 20s near the High Line. I am watching MacBeth murder Banquo with a brick, put on his suit jacket, and sprint out. I follow. My nose is sweating under my mask, it’s dark and hard to see, and I end up losing him around a corner. But I notice an interesting (and more sparsely attended) interaction going on across the hall between one of the witches and the god-fearing tailor, and veer over to watch that. Why does she have a key around her neck? What does it unlock? And who is that lost-looking young woman with the suitcase?

Welcome to the McKittrick Hotel, home to Sleep No More, an immersive theater experience that just might be New York’s best show and worst-kept secret. With zero advertising, they’ve been able to consistently sell out shows at rates of $75 to $95 per ticket, with high repeat visits, some up to seven or eight times.
It had been something I’d been meaning to see since it opened, but hadn’t quite found the right time/friends/money over the last two years. But, on hearing rumors that the British-based group that put it on will finish up their run in June and head back across the pond, I knew it was something I had to jump on.

I went last Sunday with a friend, though we were quickly separated in the opening rush of action. This was actually a preferable outcome, as we were able to compare notes afterward (“You didn’t see the strobe-light witch rave?” “You didn’t see Lady MacBeth and the out-damn-spot?”)

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The design was amazing, building out a world of shops, bars, cemeteries, forests, and darkly-haunted nurseries into five stories of warehouse. The light and sound had a sculptural quality typically limited to installation art. Being as site-specific as it was, the result was a mind-blowing union of set design and choreography: dancers would haul each other up to run on the walls and vault over pool tables, or slither through exposed stone windows. The performances were wordless, physically-demanding, and just this side of otherworldly.

If you’re in New York in the next month, go. Take friends. Get there early. Wear shoes you can sprint in. Consider taking a lock-picking class. Read the Sparknotes for MacBeth and watch Hitchcock’s Rebecca. Practice running up flights of stairs at full speed. And remind yourself that even then, you’re not going to see everything, but you’re going to see great things. And perhaps, if you are lucky and daring, you’ll get to be the one that gets taken aside, ushered into the locked room, and trusted with a dark secret. If not, well, now you understand why people are coming back half a dozen times.

Score: FIVE OUT OF FIVE BLOODY DAGGERS

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Sleep No More runs at The McKittrick Hotel, 530 West 27th Street, New York, NY. Running time varies depending on entrance time, but is between 2 and 3 hours. Performances begin nightly between 7 and 8pm, with additional late night performances Friday and Saturday starting between 11pm and midnight. Tickets must be purchased in advance at http://www.sleepnomorenyc.com/


[Pictures via Mordicai]

Wednesday, December 12, 2012

Once again, a published author (somehow).

The infamous Stasi smell-jars.
I'm very pleased to announce that I have a piece coming out in Volume III of THE STATE, due to be released on the 12th of December, 2012 at the Kochi-Muziris Biennale in Kochi, India. Each issue has a different theme, and this issue is all about "the Social Olfactory;" 

My piece is called "Under the Iron Snout: A First Take on Olfactory Imperialism," and I promise it will include "Drug-sniffing dogs, fermented fish and mosquito repellent in Vietnam, the Stasi’s smell archives, People Sniffing, and strategies to survive smellveillance."

Investigate! Buy a copy! Tell your local artsy/intellectual/radical bookstore to start carrying THE STATE.

Friday, February 10, 2012

Gothama: a game of non-attachment

The last weekend of January is quickly becoming a sort of annual holiday for me. It certainly involves sitting around and eating a lot, but that's not the focus. No, dear friends, the last weekend in January is the time of the Global Game Jam.

Sanctioned by the International Game Developers Association, the Game Jam is a mad dash to make a working game (usually, but not always, a video game) in 48 hours. Teams assemble on the spot based on appropriate balances of skills and abilities. Last year, I was sort of the utility infielder (writing, audio, and miscellaneous inspiration) of a team that already had an experienced game designer, but this year I ended up taking on the role. For someone who has read a ton about games, but not actually made many, this was tremendously exciting.

The theme for the year was an image of ourobouros, the snake that eats its tail. To me, it brought up associations of eternal recurrence, death, and rebirth. That brought me to the buddhist notion of Saṃsāra, and the suffering associated with endless fruitless repetitions of the cycles.

Which, in the context of video-gaming, instantly took me to thinking about stupidly-hard games of the NES era.


 These were games that forced the player to memorize complex geometric patterns and punished them for a single infraction. These were games that decided that the best way to increase replayability was to tell players after the final battle that their entire first run of the game was "a trap devised by Satan" and force them to play it over again at an even more difficult level. These were games where your entire motivation for risking virtual life and limb was proving that you were a bad enough dude to rescue the president. They may have had different surface trappings, but ultimately they were games about suffering.


Gothama was thus a loving tribute and a philosophical critique of classic 2D platform gaming. It is at its highest level a stoic/buddhist/vedic-inspired critique of the ‘little pleasures’ of videogaming: the jingle of coins, a satisfying stomp, a well-timed dash and jump. We relish the shot of dopamine we get, the ability to feel greater than ourselves, but to what extent do they lead us to towards the short-term and ephemeral rather than our greatest good? Gothama makes uses of the tropes of the genre to make a point about non-attachment.

What point, you ask? Well, I suppose you'll have to play it to find out.
Click here to download the special edition of Gothama.

Tuesday, August 9, 2011

Three ways of looking at the Broken Leg TD from Madden

This video gained over five million views on Youtube. The player in question, Greg Jennings, happens to be a clutch receiver in real life and went on to catch two touchdowns in Superbowl XLV. But he's probably best known for (sort of) appearing in this video.

(Audio probably NSFW, depending on your W)



How shall we think about this video?

1. It's an example of emergent narrative, whereby the complexity of the game yields unscripted moments of drama and wonder worth sharing. A similar example would be after-action reports, or the tale of the Elven king of dwarves found in one particularly odd game of Dwarf Fortress.

2. It's the video game equivalent of Double Rainbow, where we are as much drawn to the commentator's religious intensity as we are to the subject matter itself. Except in the case of Greg Jennings, it's frightfully postmodern, because it's not the majesty of nature the commentator is holy-ghosting about, it's the determination and will of a figure in a simulation.

3. It's an example of convergence culture: The video game spawns a video, which was referenced by teammates and opponents in the real game. Now we've just learned that "Put Da Team on My Back" is going to be an achievement in Madden '12. Everything flows into everything else.

Monday, August 1, 2011

Tower defense sweatshop: the wonderful world of newsgames

[Cross-posted from the Duncan/Channon Posterous...]

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"Sweatshop is a new browser game, developed by Littleloud for Channel 4 Education, in which players fill the role of a factory floor manager in a developing nation. Taking design cues from the tower defense genre, the game tasks you with placing skilled workers and child laborers along a conveyor belt."

I'm a big fan of games that teach, not by lecturing or quizzing, but by letting you take on the role of a newsmaker. You're in a much better position to understand the decision space of the person once you've worked through their decision tree a couple of times. In any case, I'm following the recent wave of newsgames with a fair bit of interest. Their ability to model complex, inhuman systems lets us get past our usual bias towards narratives and personalites, at least that's what we hope for.

Which is how we come to a tower defense game in a sweatshop. Initially, you can make all the jeans or other clothes with fine and safe labor practices, but as the game increases in complexity you're forced to choose which goals you're really working for. Very clever example of procedural rhetoric, and a good use of existing gaming conventions.

The frightening, real-world power of Channel 4's "Sweatshop."

Monday, June 13, 2011

All craftsdwarfship is of the highest quality.

[Cross-posted from the Duncan/Channon Posterous...]






So you know Dwarf Fortress, that crazy game I may have told you about over the past six months? The sim game where you basically build the Mines of Moria? Where dwarves go crazy and build a fractal statue with 73 images of itself?

It's been written up at length in the New York Times Magazine.

Sunday, December 5, 2010

Mark Twain sounds off

I'm currently writing up my talk from September at Paraflows, and digging into Mark Twain's observations on the technology of his day. He's probably the first author to be published on the absurdity of one-sided conversations. Alexis Madrigal, the Atlantic's tech editor, notes how Twain picked up on the oddity of "speech detached from its surroundings and social environment, existing fully only on the electrified line connecting two people."

In 1906 the New York Times recorded the old salt's reaction when shown the teleharmonium, my personal favorite when it comes to electromechanical musical instruments weighing 200 tons or more. Twain remarked that

"The trouble with these beautiful, novel things is that they interfere so with one's arrangements. Every time I see or hear a new wonder like this I have to postpone my death right off. I couldn't possibly leave the world until I have heard this again and again."

That's a pretty great summation of how exciting modern invention can be. Check out the rest of the account for some of his experiences cussing over the phone. (if you can access it, Times archive here)

Tuesday, October 12, 2010

Of dialog wheels and player-characterization

As part of the run-up and subsequent write-up of my talk on Mass Effect, I've been doing a lot of thinking on the relationship between gaming, narrative, and the status of the "player character." I just read a great post by Greg Rucka on Mass Effect 2, and it hits on so much of what I've been mulling over, and what's currently keeping the Mass Effect series from jumping the barrier between an excellent game and a great work.


First, consider the dialog-wheel. The dialog system is not just a handy way to handle choice structures on an xbox controller, it also expands your storytelling capacity. By selecting only the general gist of your response, and letting your fully voiced Shepard speak for him/herself, you get much more immersive conversations. Longer speeches and exchanges can be made, Shepard can reveal details about the world or his/her background that the player wasn't party to, or shoot an uncooperative criminal in the face. (It makes it a lot easier to be a jerk, as well.) You cede some of your direct control over the character in order to create a more interesting experience. So, while you can decide some of the parameters of Shepard's backstory and psych profile, and you can make the decisions that Shepard takes, there's a slight remove between you and "your" Shepard.

But, and this is what Rucka's analysis really brings out, once you cede any amount of control to the designer/storyteller "the onus is on the storyteller and not the player to fulfill the demands of the character’s journey." And I wish they did more towards that end. Shepard is, perhaps necessarily, the least-defined member of the Normandy's crew. Lots of people will have lots of impressions of what their Shepard will say and do. What the voice actors do is already amazing if you think about all the different variables they're juggling. So I can understand the lack of customized dialog for and reacting to the different choices and personalities you make. But that's not an excuse.

 Mass Effect drives me up the theoretical wall because there are so many things it does so well, it makes us wish it could do the rest, and finally give us something that we could put up on the mantelpiece and point to when asked about why we game. It raises so much potential, so many possibilities, sets our minds racing about the possible ethical quandaries we could be faced with until we realize sadly that, no, the game doesn't actually figure that in. A lot of issues that initially seemed very important were basically hand-waved once you're given a ship and bad guys to point it at. You get precious few chances to express what's really going on with your character.

Friday, October 8, 2010

Academic Flashback: Lovecraftian Media Theory

I didn't read a lot of "respectable" literature when I was younger, but I read a ton of mindbending science-fiction. The short stories of Philip K. Dick were a favorite in high school, and I started reading H.P. Lovecraft in eighth grade. I feel that labeling something with a genre is a lazy way to ignore a work's literary merits; I maintain that Kurt Vonnegut, William S. Burroughs, and certain works of Thomas Pynchon belong on Sci-Fi bookshelves. Looking back, I may try a little too hard to bring respectability to the things I loved, but who doesn't?

This essay was published in the most recent Monochrom anthology, and was the first thing I sent them after meeting them in 2007, a slightly modified version of a final paper for a media theory class with Thomas Y. Levin. Unfortunately, it's formatted in the book as a sort of fake-handwriting on crumpled paper, making it nigh-unreadable.  A couple of people had asked me to put this up after hearing I had written about media in Lovecraft's stories, so I figured I'd put it up here. It's a bit long for blog-reading, but if you're willing to wade through the academese, there's a couple of decent insights here and there...



Imperfect Vessels: The Treatment of Media in H.P. Lovecraft’s Cosmic Horror
“Kittler's book[Gramophone, Film, Typewriter] is great. I consider it a branch of occult media studies, or at least weird media studies, in the sense that I feel like if H.P. Lovecraft were writing media theory, he'd come up with something like this…”
    --found among the Microsound mailing list archives, Feb 6th, 2003

Tuesday, September 14, 2010

by hand

If you're surrounded by things you don't understand and can't affect, you're going to feel unhappy, or at least less happy than you would be if otherwise. Most people would agree with this, and yet there's a tremendous amount of disconnection between people and the thousands of objects, systems, and and in/conveniences of everyday life. This isn't a new thing; the 60s counterculture and the subsequent "Back to the Land" movement testify to alienation over the past generation at least. But I think people are beginning to adopt a more pragmatic approach. Rather than chucking all of modern civilization out and starting from scratch, we're trying to make everything around us more transparent and open to modification. This is reflected strongly in how we look at food and cooking, but also in more technical realms.