QWOP, GIRP and the Construction of Video Game Realism

 

1: A Problematic Concept

Whenever mainstream news outlets mention video games I cringe. I cringe because every time traditional news outlets move beyond their traditional territory and reach out to an unfamiliar cultural milieu in an effort to appear plugged in, they invariably wind up making both themselves and that cultural milieu look awful. The awfulness comes from the fact that journalists in unfamiliar territory tend to take authority figures at face value and, in the world of video games, this generally results in precisely the sort of hyperbolic bullshit that makes video game journalism such an oxymoron. Continue reading QWOP, GIRP and the Construction of Video Game Realism

Technohaberdashery

Now this is just wonderful, even if it’s a clear response to the start of a long (but maybe not so slow) ramping down from the current consumer-driven innovation model of technology business:

The notion of a “haberdashery for technology” came from traditional haberdasheries which are (or, more often than not, were) filled with knitting needles, sewing machines, patterns, buttons, thread and examples of clothes, bags and quilts that you can make yourself. They tend to have shop assistants who are experts at their craft, as opposed to general salespeople, and they give you advice and host classes to learn new sewing skills.

Hirschmann explains: “Now replace all of that with LEDs, circuit boards, soldering irons and lots of lovely little drawers with resistors, capacitors and switches The store is immaculately organised and there are explanations of the bits and bobs near all of the components to help demystify what they do and how they might be useful. There are a selection of bespoke DIY kits for you to explore at home.

Operations like this are a heartening sign, but the ones that last the course will probably be a little less worthy and a lot more ramshackle, much more along the lines of a “bring yer thing and fix it yerself then pay me for the parts” sort of place, a free hackspace that both monetises and entices its meattraffic with the same supplementary offering.

This sort of high-functioning ‘adaptive reuse as business model’ thing is an inevitable necessity for a world with low incomes and limited resources, really… but it’s not a new thing, though: think back not too far to the days when you might have a door-to-door knife-sharpening guy come round the neighbourhood once a season, for instance. As much as we talk about our technologies as being tools, we don’t value them like a really good tool is valued, like a good knife would be sharpened regularly all throughout its long working life. We think of “tools” as being almost a commodity concept nowadays; a word like “power”, “bandwidth”, “leverage”. “Tools” is just our ease of access to Stuff That Does Things, it’s our ability to buy or rent or borrow what we need when we need it.

That ability will cease to pertain in the realm of physical meatspace tools very quickly. This means good tools – well made, well used, maintained and cared for, stored properly – will become valuable social capital in a post-growth economy: an opportunity to contribute rather than a lever for power. Also: the return of the freelance artisan and jack’ll-fix-it, available in both static/urban and nomadic/rural models. Every block or village will have a guy who sysops for local businesses, f’rinstance, and probably another dude who handles the hardware side of things; less glamorously (but equally essentially), you’ll have white-hat infrastructure hackers, people who can patch a local power grid, keep water and sewage systems running, repair or demolish problem architecture… and again, none of this is new. Indeed, it’s current in any major city with a sizeable favela population.

Your city may not have any favelas right now, of course. But it will.

Further weird signals form the nearest strange attractors: some guy hustles Mercedes into sponsoring his prosthetic hand [via MetaFilter]. That’s a novel in nine words, right there, and it’s not even a made-up story. Related: the guy who swapped out his glass eye for  a little digicam [via ModeledBehaviour]. These are just two of real on-the-ground transhumanism’s many, many faces; there will be more of them to come. The two greatest mistakes one can make about transhumanism are falling for the Kurzweilian corporate Singularity fantasy (which I increasingly suspect portrays only the parts of the future reserved for shareholders), or assuming that the ludicrousness of said Singularity fantasy invalidates or derails the existence of an observable and growing subculture. (Confession time: I’ve been guilty of both before now.)

To put it another way: we won’t be uploading our minds any time soon, but there’s more unexpected-consequences-of-being-cyborgs in the very near future of our species, without a doubt… because another of those new artisan careers will be the bodysculptor, the back-street surgeon, and they will not be short of work (even if most of it will be elective or cosmetic rather than… functional, shall we say.)

At this point someone is sure to be thinking “but to do that to yourself would be genuinely insane – like, actual pathology craziness!” You’re probably right, too. I think the problem with dismissing the more extreme examples of the transhumanist urge (no matter how shallowly understood it appears to be in each participant) as mental pathology is that doing so is a convenient way of avoiding the need to address the real problem: what’s causing that craziness, and how prevalent is it? The second question is probably the least important, because it’s the one that’ll answer itself very quickly. The answer to the first will be something already embedded deep enough in the body of our civilisation that its removal would kill or cripple us: it is technology itself, and the madness of kids trying to become the Terminator is the madness of a body trying to remake itself in an image more like the ones it dreams of.

It is the madness of being young in a mad world, and it will not be cured or engineered away.

Writing a Novel in One Week

Tail-light trailsHow fast can you write well? Don’t mistake slowness for quality: what speedy writing lacks in deliberation, under the right circumstances and with enough writing practice behind it, it can more than make up for in involvement, awareness, and momentum. [image by Neal Fowler]

James Maxey, author of numerous successful short stories and of the Dragon Age trilogy of novels, has been used to a goal of 10,000 words written per week. This is pretty ambitious by almost anyone’s standards, and he doesn’t always hit the mark. Recently, though, he found he suddenly and unexpectedly had a full week without obligations, and he asked himself if for that time he might be capable of writing 10,000 words a day. Working like that for a week, he reasoned, it should be possible to write an entire novel. Continue reading Writing a Novel in One Week

When You Hate Your Novel

Hate your novel?Writing a novel can be a little like a troubled romance, neh? Perhaps it started out with a flurry of excitement. Your idea swept you away and fascinated you–this was the one! This was the novel that was going to get finished or be your first sale or make a name for you. At the beginning, the characters were endearing or intriguing and the plot opened up before you like a twisty road opens up before a motorcycler on a crisp fall morning. Continue reading When You Hate Your Novel

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