Monday, 3 November 2014
Patreon
This project has fallen by the wayside recently with various other responsibilities and plans taking precedence, but I don't want to abandon it because I think that there is good work that I can do here. I don't intend to abandon it, but I have set up a Patreon to help fund the costs associated with it (in terms of research materials, books and games that I might not otherwise have played) and to help with pushing it up in my list of priorities. I don't expect people to pledge very much, and I won't be paywalling anything I write but if you did want to show support it would certainly help with getting this blog moving again. More information can be found over at my Patreon page.
Thanks for reading, and let me know any comments you might have about this decision.
Thursday, 12 June 2014
Dark Souls, Depression and Me
The weirdest thing is how nothing changes. Even when you kill a boss the world just gets emptier. The rush of a major victory, a completed project, is swiftly swallowed by the continuation of life's grinding work and daily battles. Worse, it can never be revisited, either for the joy of a challenge or to test oneself again if the battle is felt to have been unfairly won.
I talked before about how I play role-playing games when depressed to experience the feeling of change; to know that change is both possible and meaningful even in some abstract sense. Dark Souls denies this bodily. There are changes happening within the world as you play - small subplots that play out around you and helpful souls who can be gathered around the Firelink Shrine, but it is thin and these people all seem as tired and despondent as you. They know that their actions too can only destroy, that they exist in a world centred on your own self destructive impulses and that all that they can do is watch and help and leave you to it. Their attempts to do more are what left them hurt, trapped and afraid, lost somewhere in the maze of your psychodrama; their release yours alone to grant them.
I'm on citalopram right now, which means that my lows are of a different quality to those I might have unmedicated. I am also in a low, or have been for the last week or so. Taken together this means that my motivation and concentration is completely shot, but at least I'm not having to deal with self-loathing and intrusive thoughts in any great respect. In this situation a good mechanical grind of a game is exactly what I need which is probably why I've been playing Dark Souls every night this week whilst for the month before it was much more on and off. But it is difficult to tell if the emotional distance of the game is inherent or a product of my medication.
I think that it is inherent to the game. The weirdest thing is how nothing changes. Even as you accrue rare weapons and pick up pre-placed item-drops the world just gets emptier. A corpse you looted reverts from a glowing beacon of promise to a dull reminder that what you got was probably not what you wanted anyway.
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| Hollow and hardy. |
I have been playing the game primarily internally. I found myself rereading Flann O'Brien's The Third Policeman and will probably reread Robert Rankin's Sprout Mask Replica trilogy too as a supplement to my internal life with the game. I think I look more interesting, more embodied in myself, when I am hollow than when I am human. But there is nothing in the text to support this, beyond the mechanic of struggle. Humanity is a face, a front. It is something that must be maintained against all odds, that can be lost with a single mistake and is ultimately worthless for anything other than material gain. I find it better to embrace hollowness, to be at one with the world and not fight it. To allow my mistakes, the lows which I know that I will always have, to be themselves rather than the thing that destroys my careful house of cards, my constructed 'normal' life, my façade of sanity. "Because the best shield is to accept the pain, Then what can really destroy me?".
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| A pretence at being real. |
For all of this, I don't really know anything about myself, or rather my character, in this world. It is strange, pertinent maybe, that I am referring to my character as myself as this is something I usually never do with RPGs. With RPGs I play characters and I make decisions based on what they would do, not me. I started with this in mind whilst on the Dark Souls character select screen but the brutal lack of choice coupled with the continuity of experience implied by the death mechanic has eroded any distance between my own and my character's point of view. We are contiguous in what we see and what we feel. We explore this world together and at the same pace - she is not a distinct being, able to benefit in her final form from my knowledge as a player and my manipulation of her timestream through judicious save states and cancelled futures. Where I fail she fails, and where she picks herself up again I must do the same.
And of course, the weirdest thing is how nothing changes. The same enemies patrol in the same patterns as ever. The joy of a new face, of a different experience is subjugated, it is singular and can be used up and when it is the world just gets emptier. The world gets wider, and one day it will be an experience that is completed, its limit reached in both time and space, but at its core is loss.
In this way, it is like life.
--
(I would like to point to the article by Line Hollis in issue 1 of the Arcade Review as a brilliant piece of writing that explores some similar themes.)
Monday, 2 June 2014
Still Here
I am basically using this blog as an excuse to motivate myself to do things that, although I enjoy, are very easy for me to put off doing in the face of the opportunity of staring at a wall and experiencing the existential dread of the nihilation of nothing and feeling really sad about everything. Also making sure that I don't only read Horus Heresy novels whilst eating crisps in front of BBC4 quiz shows.
Having said that, I have still been writing. The Ontological Geek has just posted the first of what should be an ongoing, if irregular, series on the links between tabletop and video games, with a particular focus on Dungeons & Dragons. I'm also working on another exciting piece that I will hopefully be able to talk about more in a few weeks' time.
Friday, 4 April 2014
Peripheral Visions
Although I did mention some of the ideas that follow in my post on the physical aspects of suffering from what are usually classified as (solely) mental illnesses that was a very personal post and so here I want to look at things from a slightly more general position. I'm also going to expand my remit slightly to include emotional and psychological aspects of all stripes, not just madness, because as this is an exploratory post rather than a response to any one game or issue I think it is worth remembering that mental illness is just a subset of mental experience; that it is not a state to be held apart from sanity but that they are both facets of the same human experience.
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| I can't find an image credit for this, despite searching, so holler if it's yours. |
At its best, enacting emotionally charged events through a controller or input device (and this has certainly been made a much easier link to forge with the advent of analogue-as-standard console peripherals) which has become an embodied part of the player-as-player can ensure both player and game are infused with that emotion. The joy I get when executing perfect combos in Bayonetta, or clearing the first level of DKC2 via muscle memory alone is the same embodied joy I got dodging tackles when I used to play rugby as a teen. Similarly, there's a bit near the end of Season 1 of The Walking Dead where you dig a grave, and the game forces you to do it with agonising repetition and through a semi-analogue control scheme it's spent ten hours or so teaching you and it made me feel truly wretched in exactly the way it should have done. The future, for me, is in the integration of these different modes of mastery and control to provide appropriate registers of feeling and engagement throughout a game's passage. The recent Tomb Raider game I think provides a great example of this, with emotionally charged moments given a more analogue input scheme compared to the somewhat more traditional, and hugely enjoyable, nature of the rest of the game.
There are other ways in which games have made the nature and the fact of the controller more apparent to the player. I have not played but have heard repeatedly of the meta-textual nature of Metal Gear Solid games, although they seem to be focusing more on commentating about the fact of the game rather than engaging the player on an emotional level. A standard trope in platform games of a certain vintage is an attack which temporarily reverses the controls, but again this is a challenge to the skills and integration of the player-controller more than it is a rejection of that symbiosis. A couple of the sanity effects in Eternal Darkness: Sanity's Requiem hinge on showing in-game actions being taken without input from the player as a form of horror, but I always found the telegraphed nature of sanity loss as well as the schlocky nature of the effects meant they were never particularly effective.
The idea of loss of control over the game is an interesting one, as it breaks the trust that is intrinsic to the player-controller interface. It also speaks to the fear of madness as a fear of loss of control over one's mind and body, or the rewiring of mechanisms of being that were taken for granted. A game which does things that the player doesn't want would have to work hard to keep the player playing, however. We don't go mad suddenly on the whole, as most popular representations would have you believe, but by degrees and in self-reinforcing feedback loops. If only a game could somehow convince us, by hiding the gauges and the knowledge of the causes of failure and by introducing the slips of control imperceptibly at first, that we were at fault for missing that jump or that combo. Then it might better model the creeping dread, the gradual anxiety and the replacement of healthy habits with maladjusted ones that typifies the experience of losing control to a mental illness. Of course, that game might be indistinguishable from a merely terribly designed and badly tested game; I may have just suggested Big Rigs Racing as the Ur-madness simulator.
This, finally, brings me right back to what could well be considered the least advanced of input methods, yet which I think has the best chance of lying successfully to the player. The keyboard and mouse set up used for playing interactive fiction and point and click adventure games is both simple to learn, in that you need to if you want to use any computer at all, and yet provides scope for a much larger range of interaction. These games are also, as they rely less on realism and more on literary techniques of constrained viewpoints, better able to lie to players about what is and isn't happening. Adam Cadre's 9:05 being a beautiful and short case in point. Cadre's Photopia also highlights the ability of a game like this to effectively play itself at points in order to make emotional and psychological impacts, which is possible mainly because of the turn based nature of interactive fiction - even though you are being guided you don't feel like you are being taken through a cutscene.
Interactive fiction is still a learned form of interface, however, so a lot of the tricks that might work on the input level still require a knowledge of what to expect in the first place. This is mitigated somewhat in games like Jon Ingold's Fail Safe or Introversion's Uplink, which work to highlight the computer they are being played upon (and so simultaneously the person doing the playing) as an object within the game world rather than a portal into it, bringing the game-player interface closer to the surface. This urge can also be seen in the FMV games of the 90s which trace their lineage to graphical adventure games as well as more modern engines like Twine. Twine and the like at least initially borrow from the aesthetic and experience of navigating a web browser which is itself a learned skill so integral to modern work and leisure that many people have, as with me and the SNES, forgotten quite how learned it is.
The question then that was posed by Blogs of the Round Table is one of the future of input schemes. I'm not sure I've covered everything that I could, but I think that the future of using inputs to connect and link players emotionally and psychologically with the games that they play is one in which existing methods are mined for their strengths rather than replaced completely. Where we remember the physical joy of dance mats and plastic guitars and light guns over a promised future of mime and thought control. Where stories are told with the tools that tell them best, not just the newest tools in the box.
Monday, 24 March 2014
I Recorded a Podcast on Asylums for The Ontological Geek
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| Madness as anything undesirable. |
"... we’re using our headsets to abuse the characters rather than each other. In this case, we’re undertaking missions for Patricia Tannis, whom we hate because her mental instability caused her to betray us in the previous game. She deals out our next task with a typically psychotic comment, and the mission description itself – which doesn’t come from her – reads:
How did an insane introvert with Asperger’s manage to survive in Sanctuary?
My body reacts like I’ve seen a horrible accident too far away to intervene."
Friday, 7 March 2014
Terminology
Of course, it gets more complicated than that, so I'm going to delineate a little bit my own position and some of the issues around it. But, if you are in any doubt remember that you're talking about people so your default position should be one of respect and compassion. (That goes for all issues of representation and terminology, actually, not just when talking about health issues.)
If you follow me on twitter you may have noticed that in my profile I call myself a 'depressed games blogger', in stark contravention of my advice above. This is partly because it's my space and I can do what I want within it. Part of what I use my twitter account for is to talk about my depression and my games blogging about being depressed so it is a relevant introduction to what you might find in my feed. Bios like that are always invented personalities, highlighting what the (auto)biographer considers relevant and informing the reader as to the implied author for a given body of work. The definition-first convention that has appeared in many social media profiles is also, I think, part of that process of negotiating the constructed nature of people's online personalities. This is not to say that these constructs are false or artificial either, just that they are in effect an edited highlights package for a particular (implied) audience. By bullet-pointing self-definitions you can unobtrusively set out what sort of person you intend to be within a given online space, in lieu of the visual and social cues that might be available to you in an offline space.
There are for example a number of other mini-bios for myself floating around out there and in the majority of those I don't mention depression because it isn't relevant to what I use those spaces to talk about. Which leads into another important point about self-definition in distributed and discrete spaces; just because you see someone use a term (or allow a term to be used) to describe themselves in one context it doesn't automatically make the term relevant in all contexts.
Mental Health terminology should not be used pejoratively. That really ought to go without saying, but unfortunately it still needs repeating. Terms like 'psycho' and 'schizo' are stigmatising and inaccurate, while even the correct terms, for example schizophrenic, need to be handled with care. This is especially important considering the tendency for people to use those terms within a moral framework; i.e. when discussing criminality and evil or unpleasant acts. Having a mental illness is not a reliable explanation for these acts and as such mental illness diagnoses should not be used as synonyms for them. Similarly, saying someone did something that you dislike because they are 'insane' is damaging because it suggests that the insane are inherently dislikable, whilst simultaneously normalising your own preferences under the banner of 'sanity'.
On the other hand, I'm not sure I agree with the (extreme) position in mental health advocacy and discourse that would like to excise words like 'mad' and 'crazy' from the language completely. That should be at least partly clear from the title of this blog, as well as from the way I talk about those concepts. There are two main reasons for my view on this. The first is that I think the concept of, especially, madness is one that goes beyond the concept of mental health and that to lose it would be to inescapably fall into the diagnostic trap I have talked about elsewhere in this blog. It's not that the diagnosis and categorisation of mental states is a bad way of talking about these concepts, on the contrary, it is just that it should not be the only way. The second reason is more personal, in that I like the explanatory power of the terms; I am sometimes crazy, and I have had days that, objectively, have felt insane.
There is a fine line between stigma and description here, but I think that in this particular case it is a place for negotiation rather than proscription, but I cannot speak for everyone.Recently, Zoya Street asked the following question on twitter:
Is "sociopath" an ableist slur?
— Zoyə Street (@rupazero) December 10, 2013
I think that the responses that he got are instructive and it is worth clicking through to the tweet to see the entire discussion. You can see as well how my gut response changed as the nature of the context in which the word was being used came out. I also think that the term sociopath, similar to the term psychopath which I discussed in a previous post, is a slightly different case to the diagnostic labels I mentioned a few paragraphs ago anyway. As I understand it it is, even more so than most psychiatric labels, a cultural construction for talking about certain types of behaviour and is less likely to be used in a clinical setting than popular culture would have you believe. I still don't think it's healthy to label someone a sociopath just because you don't agree with them or they don't care about you, but it can be useful when you need to talk about emotional response, and there remains a useful fictive power in the idea.Given that this is my position, I'm not always going to get things right, although I do think carefully about my usage of various terms in my writing. As this is a space where I write both descriptively and polemically I sometimes use constructions that cut close to the bone for emotional or political effect rather than comfort. Provided that the space is one where that sort of use can be reasonably expected, and the clear intent is to challenge rather than uphold stigmatising or offensive power structures then I would argue that this kind of use is legitimate. Again, however, it should not be considered a licence to throw around insults in any given situation or to describe real people in ways that they would not want to be described.
Except, in a blog that deals with fictions and artworks a lot of the time we are not going to be discussing real people, and that again changes the outlook somewhat. For a creator of fictional people the advice remains the same: they should be a person before they are a diagnosis. But when dealing with pre-existing characters, although you may try your best to view them as a person, sometimes they are clearly written only as a diagnosis. In this case, especially if you are focusing on the textual aspects of the character then you may find that you have no choice but to engage with them as the diagnosis. This is, in my opinion, fine as long as you remain aware that you are dealing with a fictional character and that if they are written that one-dimensionally then what they might be able to tell you about real people with the same condition is almost certainly very limited. And if you love that character and want them to be more than they are then my advice: kill that author, get metatextual and start writing fanfiction, even if it's just in your head.
Sunday, 19 January 2014
Insufficent Memory
I have an essay in the latest issue of gaming and history e-zine Memory Insufficient. This month's theme is the history of ecology in games and there are two other essays, both really strong and interesting pieces, alongside mine which look at the flaws in the concept of natural balance and at visions of post-apocalyptic futures and how they relate to climate disaster. I've written a quite post-modern piece about the Gaia hypothesis (sort of), which is in a very different register to most of what I write for this blog. If you have an interest in games and like how I write then hopefully you will also like that piece so please do check it out.
On the other hand, if you read my piece in Memory Insufficient and ended up here via the bio then hello, nice to see you, and please note that this blog is nowhere near as post-modern or structurally complex as that essay. You can find out more in the links above, but the short version is that I write about representations of mental health issues in gaming and talk about my own experiences of depression and how they relate to my experiences playing games. I did write a somewhat post-modern blog for a while called Things I Failed to Do which is generally quite bad but has a few nice entries in it.
Also, if you like post-modern, heavily structurally significant essays on pop culture though I would recommend reading Philip Sandifer's blog, or for specifically game related work his long-abandoned Nintendo Project. Sandifer has definitely been an influence for me; not only do I really enjoy his writing I am indebted to it for demonstrating how to do the encoding-meaning-in-structure technique well and for generally getting me keyed in to the idea of blogging to a structure as a way of keeping writing as I was coming to the natural end of my small press comics phase.



