The
Monday, July 18, 2016
Imaginal News 7/18/2016: Flickers of Love; Self-Aware Mobs; A New "Weight"
The
Thursday, July 14, 2016
Imaginal News 7/14/2016: Descending Fire and Trapped Rage
Monday, July 11, 2016
The End of Thinghood
I recently got the impression that a bright, divine light is exerting a lot of pressure on the physical world, and I want to explain how that can be true even in this age of shootings, riots, and reality-TV-star presidential candidates.
The physical world is the world of things, and “things” are any real beings that have an identity distinct from other things. You as a person, with a name, birth date, and identity, are a thing. I, as Christian Swenson, am a thing. Everything (or “every thing”) that you can point to in the world is a thing, since by giving it an identity distinct from everything else, you’re separating it from the vast expanse of Being when seen apart from definition.
However, the light that’s putting pressure on the physical world isn’t a thing. It’s what’s real apart from things. This bright light is therefore beyond the world, since the world is a thing, and the light is very literally the absence of things. This doesn’t mean that the light is nothing, at least not in the normal sense of the world. The real nothing is no-thing: not dark but instead overpoweringly bright. It’s bright because, unlike things, its being doesn’t belong to itself, since (as a no-thing) “it” has no “self.” As with all light, it gives without taking; it is giving; it is love.
Since the light is whatever is real apart from boundaries and definition, when I say that it’s putting pressure on the physical world of things, I mean that every “thing” is engaged in a struggle to maintain its stable identity, its thinghood. The walls around things are heavily cracked, and eventually nothing (no thing) will be able to exist in its own stable sense of self. Speicifically, the light pressing in on the world has been apparent for at least the last fifteen years. 9/11 announced that vertical hierarchies around the world were in the process of crashing down, and the ever-increasing fervor of the gay rights movement brought this collapse even further. A hierarchy is another name for a thing; hierarchies are what “stick out” from the sea of Being by claiming that they own themselves. As such, any claim to autonomy and self-ownership is dying. You saw this first with corporations and governments , but eventually even individual people will look in the mirror and find that they don’t recognize what they see there. None of us will belong to ourselves; there will be no “selves” to belong to.
Another way of explaining my intuition is saying that each “thing” is in the process of unraveling. Every thing is a combination not just of other things, but more importantly of forces that pass like rivers between things. Things are not just made of being; they are more importantly made of becoming. As such, they will never be “finished,” even if things necessarily believe that they are complete in themselves. To say that light is pressing in upon the world is to say that the dynamic forces which compose things are becoming conscious of themselves in a new way. No longer needing the fixed mirror of things to see themselves, those forces will begin recognizing their being in-between things, in the process of movement and relationship itself.
As such, the world is bound to divide into two camps: those who embrace their no-thing-ness and those who stubbornly cling to their thinghood. The more the no-thing camp is true to its own position, the more it will seem naive, open-minded, and odd all at once. On the other hand, those in the “thing” camp will give off an air of arrogance, certainty, and condescension. The forerunners of the former camp, the camp of no-thing-ness, already exist in a place you may not expect: pop culture fandoms. Fandoms, whether of Doctor Who, Sherlock, or Supernatural, are hints of what religion may become in the coming generations. Members of these fandoms devote much of their time to media franchises, even though they know that their franchise isn’t “real.” And yet, Doctor Who is unreal only because it isn’t a real “thing.” However, Doctor Who is a real force, since it produces effects in people’s minds from entertainment to amusement to suicide prevention. To devote one’s time to one of these fandoms is to devote one’s time to its reality as a no-thing, as light. So as the light presses upon the world of things, you’ll get people taking the world less and less seriously.
However, those who cling to the world of things will become more and more embittered in response to the influx of no-thing-ness’s light. People will spout hatred on social media more and more, and public shootings will continue to increase. However, these flashes of hatred are signs that the world is getting better, not worse. The thing-camp, whether in ISIS, Black Lives Matter, or gridlocked political leaders, are responding to the light’s threat. Thinghood is dying, and things are giving all their ammunition to defend their way of being. They will make it seem as though the world is decaying, but really it’s only the world of things that’s decaying, and they’re trying to reproduce in you some of the fear they feel themselves. Don’t fall for it; they won’t succeed. Eventually, the thing-camp will become so absurdly critical and bombastic that anyone selfless won’t be afraid but, instead, get amused.
You can see the contrast between these two camps even in last week’s events. Within a single week, we’ve had two major cultural events: Philando Castlile’s and Alton Sterling’s death by shooting and the subsequent outrage, and the release of Pokemon GO. It sounds insensitive to imply that these two events are comparably important, but that’s only because we don’t yet have enough perspective to see the effect Pokemon GO will have on the world of culture. With this simple video game, the world of forces or no-thing-ness and the world of things marry themselves in our cultural perception for the very first time. Though Pokemon aren’t real things, Pokemon GO lays the tracks for a way of being that doesn’t care about things’ reality. Instead, we have begun seeing the physical world only as a metaphor for the forces that can (only) manifest through it. Catching a Charmander in my driveway sets the light loose, since by doing so I see through the physical world to the forces of becoming that act through it. In other words, catching Pokemon is a way to act without re-acting to world of things. However, the reactions to the aforementioned shootings are reactive to the extreme. Both sides fearfully see the other side as a thing, but by doing so they both unkowningly bring through forces of fear and hatred. The way forward is to simply leave the fray and turn the other cheek. The exodus from things has begun, and you can either walk safely amid the no-thing’s forces or get drowned by them.
If you believe me, you shouldn’t. Don’t take this post as gospel, but instead as an impulse to thought. Don’t look at it as a thing; look to the forces within it and follow them to where they want to go. In fact, do that with everything. So doing, you’ll help the light break through even more.
Sunday, November 15, 2015
My Dream about Joseph Smith, Swedenborg, and Fallout 4
I'm in a dark, under-construction place like the theater when it was getting new seats. We're in groups of people putting on skits, each one supposed to demonstrate to the others what we've learned. Eventually it comes time for our group to perform next, but I realize that--even though we've made a vague outline--we're not ready. So we decide to go to Diamond City [the main settlement in Fallout 4], where we'll go on the radio station and broadcast our skit, which is now a song, to the whole Wasteland. When we get there, the host has already started playing our song, and he says that we're called "The Eagles," a name which he says is offensive, but he doesn't really care. But it's just dead air. When we get there, we tell him to stop so we can actually perform the song. He delays a bit, when I realize that the dead air was actually music to which we could improvise lyrics. So I pen them down quickly and tell everyone to harmonize with me. It works. Going away from the radio station and Diamond City, our group goes up a hill toward a mountain, hoping to go beyond the Wasteland entirely. But a woman stops us, saying that "you can't travel in time!" She lassoes the rest of the group, but I press onward nonetheless. She tries to catch up with me, but I startle her by observing that she's the late Billy Mays' daughter. She grudgingly follows me up the mountain, poking fun at the fact that I can't ascend as easily as I would like. But she lends her "Endurance" to me (another Fallout 4 reference), so that our scores combine together. Near the top, I almost can't make it and consider turning back. But then the woman tells me to take the Swedenborg book I'd been holding in my left hand and put it in my backpack, so I can use both hands for climbing. I do that, and before we know it, we're at the final stop before the last ascent. The place is green and nicely paved, with a clear blue sky very different fromt the Wasteland below. It's called "Swedenborg's Landing." There's a church on this landing which I go into, where I read a book on the altar which talks about a sculpture somewhere in Utah that depicts Joseph Smith reaching through a veil to Swedenborg. It says that Joseph Smith and Swedenborg were both efforts by the "heaven" side of the veil to reach the "femme fatale" that is the earth itself. The book also gives a map of North America about 10,000 years ago, when humans were just starting to flow in. There was a lot more water there, then, and I realize that those humans must have been Swedenborg's "Earliest Church."
Saturday, October 31, 2015
Why Halloween is Still about the Dead
"...the dead, not just your dead, that is, all the images of the shapes you took in the past, which your ongoing life has left behind, but also the thronging dead of human history, the ghostly procession of the past, which is an ocean compared to the drops of your own life span. I see behind you, behind the mirror of your eyes, the crush of dangerous shadows, the dead, who look greedily through the empty sockets of your eyes, who moan and hope to gather up through you all the loose ends of the ages which sigh in them. Your cluelessness does not prove anything. Put your ear to that wall and you will hear the rustling of their procession.
"Technology is cursed by our mechanical idea of it. It is the great repressed, the unconscious, the realm of the dead, forced to carry the egocentric unimaginative demands we put on it: labor-saving, cost-efficiency, productivity, uniformity, speed. It may break down--only wear out and be thrown away....These things have taken their revenge. The repressed alsways does, by insinuating our notion of them into our notion of ourselves: ourselves as mechanical functions, assemblies of parts, enduring stress and friction, attempting objectivity, until we, too, oxidize in 'burn-out.'"
Thursday, October 8, 2015
Everyday Phenomenology: Netflix
Choosing a show to watch
Binge watching
Saturday, September 19, 2015
3-D Truth: A Doctor Who Parable
Invaders from Flatland
On 3-D truth
Friday, September 4, 2015
Everyday Phenomenology: Tabletop Role Playing
For anybody who isn't familiar with games like "D&D," I'll explain what goes in a typical play session. A group of players sit around a table where each member of the group has a set of dice like the ones pictured above, and they all try to tell a story together using those dice. Someone called the GM or "Game Master" (DM or Dungeon Master in Dungeons and Dragons) helps the game work by coming up with a setting, a story, and characters. If you've heard of video games like The Elder Scrolls series--where a person "levels up" a character after getting experience points--know that the ideas behind that kind of gameplay came directly from D&D and other tabletop RPGs. All video game RPGs owe them a debt.
The dice as Necessity
This ordered world is of mixed birth: it is the offspring of a union between Necessity [Ananke] and Intellect [Nous]. Intellect prevailed over Necessity by persuading it to direct most of the things that come to be toward what is best, and the result of this subjugation of Necessity to wise persuasion was the initial formation of the universe.
From this point of view, everything in the universe is a "mix" between Intellect, Necessity, and the many ways they appear in tandem: order and chaos, mind and matter, meaning and absurdity, etc. The first one is what's under our control, what we can influence by our thoughts and deliberate actions; the second one is what escapes our control, what happens despite our intentions and best-laid plans. What's interesting is that this dichotomy between Intellect and Necessity essentially reintroduces the close relationship between player and dice in RPGs. Like life's Necessity, the dice lend a lack of control to the game by giving obstacles and challenges the players didn't choose. And like Intellect (at least the way Plato thinks of it), my will as a player lets me decide what actions or skill rolls I want to try, even if Necessity's dice don't let me succeed at it.
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The dice as my limitations
The Game Master as an "opening"
This has a parallel in the philosopher Martin Heidegger's writings. Pointing out that the Greek word for truth aletheia really means "un-" ("a-") "-covering" ("-letheia"), he teaches that truth isn't just a correct idea of things as they are, but the revelation of Being. Truth takes what is there but still concealed and "shows" it, letting it reveal itself to itself. He also writes that the aletheia of truth rests upon the lethe of "concealment," meaning that truth as revelation relies on what is concealed as its "earth" or ground.
"Time is a game played beautifully by children."
Friday, August 28, 2015
Everyday Phenomenology: Profanity
Swearing as shock
There is a hidden implication here: that--since I need to use the shock value of a swear word to communicate my pain's energy--I feel a need to communicate that energy. To put it another way, I have an innate desire to feel connected to the emotions and thoughts around me. If that weren't the case, I wouldn't feel compelled to announce it. This has a few consequences, first and foremost that I think of it as normal and natural to exist in a continuous, "at-one" state with the people around me. This turns up in the toe-stubbing example because the pain I feel negates that basic sense of oneness with the people in the room. I personally feel less of a desire to swear when I stub my toe in private (that is, less than I would around others), but it is actually still there a bit. Why? I think it's because basic human nature includes a feeling of "pre-sensory togetherness" with others (or rather, a togetherness that I sense as more fundamental or "internal" than sensation), which includes even the potential of someone hearing. In other words, I feel that I naturally should be "together with" those around me, and when I feel a pain that threatens that togetherness, I announce my pain with swear words to correct it.
Swearing as aggression
This is true even in those times I swear from deliberate choice and not just out of an intense emotion. For example, when I use a swear word as an insult (like b***h or a*****e), I swear to aggressively replace the listeners' perception of the person I'm insulting with my own. When I call someone a b***h, I use the word's energetic "shock" to call attention to my insult; if the word has retained its power in my previous use of language (something that doesn't always happen), the listeners can momentarily only give their attention to my insult. The shock of the curse word "draws in" everyone's attention to it. In the case of insults, a swear word belittles the "insultee," or rather, it makes her "be little" in the hearers' eyes. The energy of the "shock" calls attention to her, only in a negative way. Though you may not agree with me when I use this insulting expletive, the way I use it makes you consider its object at least in the context of my insult. In other words, the insult makes everything you think about her arise with the insult in mind, either in agreement or disagreement. If I hadn't said the swear word, your thoughts about her would simply exist in their own context and not one I forcefully provided for them.
But what about those people who use profanity in a cavalier way, whose every other word is "f*** this" or "f*** that?" This is also a show of aggression, yet one that tries to use the recontextualizing involved with profanity on a more comprehensive scale. For instance, you'll often find that these people are in a liberal or counter-cultural crowd. That is, they want to protest the established order of things on a deep level, and one way that they find helpful for doing that is to use constant vulgarity. Why is this? The culture that they fight against is one that doesn't swear, and so they aggressively try to recontextualize that culture through their curse words. Counter-culturals like these use so many expletives because that language shocks the traditional elements of the society and so calls attention to themselves in the way described above. But more than that, it forces the conservative listener to pay attention to their perspective and at least consider it. Does this mean that all cavalier swearing is politically induced? No, because many times people do it to try joining the "in crowd", and it is this "in crowd" that has political motivations. It might not even start consciously; all it takes is someone who feels daring enough to go against the his hometown thinks. In that respect it's a way to aggressively assert my independence, a task that is admittedly very needed in life. But swearing is perhaps one of the more inconsiderate ways to do this, since it necessarily involves a violation of others' perspectives
There is another kind of cavalier swearing, though, one somewhat familiar to professional comedy. Take Lily Allen's pop song "F*** You," for example: it uses the word "f***" as just another word, here in place of the "thank" in "thank you, thank you very much." This has a very peculiar effect: it uses the word's "shock" power in a context inappropriate for it, and as a result it "shows" us the nature of the word itself. By saying "f*** you" in place of "thank you," Lily Allen's song gives me a contrasting "background" by which to see "f***"'s power, and then something fascinating happens: I realize that the "the F word" is really just another word. To think, I say, all this time I've been fearing a word that has four letters and rhymes with "duck!" Because this is an eruption of meaning, this has the effect of the punchline to a joke, meaning that it strikes me as funny. In reality, all humor is characterized by this eruption of meaning, something I'll hopefully get to in another post.
But what about a comedian that--though he swears a lot and is funny--at least seems to be serious? He's still funny by how much he swears, and yet there apparently isn't the context mentioned above to provide the needed contrast for humor. And yet there is: the needed "mundane" context shows up in how we expect the comedian to act, and when he goes against that implied context, we find it hilarious.
Swearing as dominance
Moreover, we can conceive of the way religions can protest the use of profanity as similar to the way they protest against premature intimacy. Both involve a perceived disrespect of proper boundaries, the one in terms of physical bodies and the other in terms of mental points of view. This could also imply that the way certain thinkers conceive of chastity (like Adam S. Miller and mystical Taoists, for example) as a conservation of spiritual energy has a parallel with swearing. In other words, if I use my swear words inappropriately, I discharge a weight of meaning that is better used elsewhere.
Does this mean that we should never swear? Though others might say so, I disagree. Words as bad as f*** should be carefully guarded, like a secret, and disclosed only in those cases where the meaning is appropriate enough. What are those cases? I've only ever said f*** when I learned it for the first time as a child, so you could say that I'm saving it for something special. Maybe I'll use it once in my life; then the meaning inherent in it would be very manifest--as powerful as words can come.
What about taking the Lord's name in vain, though? This is different from other swear words, and the prohibition against it comes from their confusion. If I use a religious expletive, I am using the energy inherent in God's name (at the very least one just ensured by a cultural taboo) as the form of aggression and dominance mentioned above. God's name should be used powerfully, but never in this way; to confuse the two uses of power is to muddle my thinking, to confuse sacredness with willpower. And that is pride.
Well, that's that for this post. Till next time!
Wednesday, August 26, 2015
Everyday Phenomenology: Video Gaming
So I've decided to follow in their footsteps. Just as my senior philosophy thesis did a phenomenology of dreaming, I want to look deeply into the experience of not just the "weird" parts of our existence, but the seemingly ordinary parts. What will follow in this series of posts are phenomenological inquiries into the way we experience the extremely mundane. For instance, the first post I want to write about is on video games, and I am not opposed to writing on the deeper aspects of things like Netflix, fast food, or even autocorrect. By doing this, I hope to let the reader see the world with new eyes; just as Bachelard lets us see the lowly house as a shell, a nest, or a blanket, I want to make the mundane mystical, the ordinary profound
My Methodology
But before this first post, I want to talk a little about the methods I'll be using to interpret these everyday things. Know first that I'm open to using any source at all as "evidence" for the nature of an experience. As far as I can tell, as long as the writer is not telling a deliberate lie (and even most fiction doesn't count as that kind of lie), he or she said it for some reason, and though that reason might be false, those justifications still make up part of the writer's experience. And experience is what I'm all about here.Second, know that I won't always use academically rigorous language. I will sometimes (perhaps often) use poetic or apparently contradictory phrases to get across the nature of the experience in question, and I do this deliberately. The reason for this is that poetic language evokes specific aspects of the experience I'm looking at that would be difficult to get across in a propositional way. Poetry, imagery, and metaphor help me show you what I see in the everyday, as opposed to just awkwardly describing it. Nevertheless, I will try to keep it in an overall academic context
Third, know that "truth" as it is traditionally conceived is not my concern here. I don't care whether my picture of things is true, unless we mean something atypical by the word. Instead, I am using my language to "open up" different parts of the world to people. For instance, is an equivalence of the dice in a tabletop role-playing game with divination true? Of course not--but neither is it false. Instead, it lets me see the RPG in a new way, allowing me to appreciate it that much more.
A Phenomenology of Video Gaming
The first real video game I played was Banjo-Kazooie, pictured above. While it holds a special place in my memory for that reason, I'd like to use it as an tool to illustrate to you the different facets of the video-gaming experience. For instance, when I first pick up the controller to play as the bear Banjo, I have an experience that would be really weird for someone who hadn't ever picked up a controller. If I move the joystick up, he moves forward. If I move it to either side, he moves sideways. If I move it down, he moves backwards. I suddenly get the impression of being a puppet-master: I am in control of a being who lacks his own independent will. As far as I can tell, I am Banjo's will, and the figure I see before me is nothing more than a vehicle I am drivingThis causes me to reflect--just as gamers have called their in-game characters "avatars" (as in the Hindu notion of incarnation), the Banjo I see on the screen is effectively my body. In the same way I will to move my hand and my hand moves, I push the control stick and Banjo moves. But this causes further thought--if I as my physical self am distinct from Banjo, am "I" distinct from my body? As a religious person, I'd like to think so. But still, the experience of playing Banjo-Kazooie makes me very aware of embodiment, at least until even video game avatars became too "normal" to notice
This means that I can lose awareness of the distinction between my body and the in-game avatar, at least to an extent. I've gotten lost in the worlds Banjo-Kazooie, Skyrim, or Mass Effect more times than I can count, and so I can testify to the fact that the real, physical world can become so "transparent" that I stop noticing it altogether. But is there an analogue for the mind-body relationship? Well, most of us don't notice a distinction between my "self" as a will and my body as what is being controlled, so there's that. However, this comparison only becomes useful when I can show that--just as I can find the gaming controls unwieldy--some experience a disconnect between their inner, "body-independent" selves and their physical selves.
As someone with Asperger's Syndrome or High-Functioning Autism, I think that the subjective experience of autistics is like this in many ways. One person with autism whom I talked to said that having autism was like "trying to drive a car with a manual transmission" (i.e. as opposed to the automatic transmission that "neurotypicals" drive), and another autistic friend said that people with autism have a sense of being both the car and the driver, while most see themselves only as the car. So I suggest that we conceive of autism as a stark awareness of the distinction between mind and body. This can explain the tendency in autism for a) problems with thinking in terms of an embodied self and other (mind-blindness), b) difficulties with social interaction that follow from this, and c) clumsiness and problems with certain physical sensations. Even perseverating or repetitive behaviors in autism could be explained by the religious conception of the spirit's still-intact familiarity with eternity's timeless (changeless) nature, and the well-known literalism could be explained by a familiarity with the un-hidden nature of things in the spiritual world as described by Emanuel Swedenborg.
Thus, playing video games--especially video games with unwieldy controls--gives a good idea of what it's like to live with autism. This comparison also suggests that, just as you can learn to drive well with a manual transmission or to play a video game adeptly, an autistic can learn how to socially interact just as well as a the average person, though it may take a much longer time. Nevertheless, an autistic person at the end of that path is in many ways much better off than a neurotypical with the same social skills, for he is distinctly aware of how social interaction works, where a "normal" person might not even give it a second thought.
Given that video games offer something like embodiment, this opens up the field to escapism of all kinds. Unlike my actual life, in video games I can venture across Tamriel (The Elder Scrolls), save the galaxy from Reapers (Mass Effect), or live as the opposite sex (The Sims, for instance). Part of video gaming's appeal is then to live as I can't in my suburban, 9-to-5 life, to be another person in another place and time. This has considerable precedent in books, but there is a difference between the two kinds of media. Books leave almost everything up to my imagination, whereas video games leave almost nothing. This is perhaps a danger of video games--they limit the imagination by "doing all the work" of embodying the world and its characters. This issue is symptomatic of a problem with our culture in general: as rabid literalists, we can only conceive of things that we can physically see and hear, and we scoff at anything we have to imagine. Instead of letting the imagination assume its traditional place as intermediary between the visible and the invisible, our culture's media brutishly tries to force things from the one to the other, giving up all sense of subtlety, nuance, or (often) creativity.
Yet there are ways in which video games can foster the imagination. Take the 2010 interactive thriller Heavy Rain, for instance:
These kinds of symbolic analogues are both like and unlike what the literal act would involve. In a way, carefully pushing the control stick up and down is nothing like how I breathe; and yet in another way it is very similar to it. The resemblance here is non-literal or--as James Hillman puts it--imaginal. The symbolic action I do with the controller acts as a mediator between the far-off reality of trauma and the comfort of my living room. It doesn't mindlessly collapse one into the other, but instead shows it to me in a way that best fits the electronic medium's limitations. To put it another way, Heavy Rain's control scheme shows the player an image of trauma's reality, one that isn't literally faithful to the experience, yet presents its essentials. In that way it's rather like an impressionist painting--just as Monet gave up realism to show the viewer an atypical perspective of the painting's scene, Heavy Rain gives a deliberately unrealistic way of living that situation, yet one that captures "what it's like" more than a literal or realistic control scheme (with a Wiimote, for instance) could. This is what brings out the imagination: it lets me see trauma askew, giving me a perspective I wouldn't have ordinarily used. In that way, you could say that Heavy Rain itself does phenomenology, at least in the way I'm defining it here
There is another way Heavy Rain fosters the imagination, one it shares with narrative-focused games like Mass Effect or The Walking Dead.
In these games, it is either impossible or impractical to "undo" a choice you've made that impacts the narrative. In the original Mass Effect, I have to choose whether to save Ashley or Kaiden, and at one point in The Walking Dead I must decide whether to let a traitorous character fall to his death or endanger myself and others by saving him. These choices are a bit contrived, to put it bluntly. And yet I don't think they were designed not to be. Though cliché and hackneyed, these decisions use the admittedly limited framework of the game's branching storyline to give the player a sense of agency and consequence. This sense of agency is the entire purpose behind these branching plotlines, and the actual choices involved only serve to bring that agency about. This sense of consequence or "weight" is something no other artistic medium could reproduce; the closest you come is a "Choose Your Own Adventure" book, and with that it is far too easy to turn back the page. What's more, these seemingly contrived choices are also food for the imagination--they let the player experience something like moral responsibility without going into the endless nuances of that responsibility (think of a hardcore simulation game like SimCity 4 as a counter-example). The game's story is a frame for the sense of urgency and agency that comes with its choices, and that's what we ultimately remember about it. The Walking Dead is less about zombies than it is about the feeling of being responsible for my choices, and this feeling too comes through a non-literal intermediary, or rather, it comes through the bridge of the imagination and its suspension of disbelief.
There is a commonality between the tactile and morally weighty elements discussed above: they're both ways of revealing a human situation to the player in a way that another form of media couldn't facilitate. In light of this, let's re-interpret my idea that video games try to overcome their limitations by collapsing the imaginal gap between the game's setting and my living room. Instead, let's say that many video games are conscious of their limitations, and that they push against those limitations in full awareness that they will never recreate real life. A perfect simulation of real life would be as boring as real life often is. Heck, a perfect simulation of any reality would get boring after a while; that's just how reality is. Video games use the limitations of graphics, processing power, and control schemes as kind of foil to "show forth" or "reveal" different parts of reality. The freedom of exploration Fallout offers me is nothing remarkable; if I wanted to, I could get up from my couch, walk out the door, and wander off in one direction for infinitely longer than I could in the Capital Wasteland.
There are no "invisible walls" in the real world. But truly ulimited freedom isn't the point of Fallout or The Elder Scrolls--they are designed with the limitations of the console in mind, and within that context the freedom I already enjoy becomes remarkable.
As has been pointed out ad nauseam, this is remiscent of how addiction works. There is thus a danger--demonstrated by repeated experience--that these games can suck you in and captivate your attention to extreme levels. What's good about Threes in contrast with Candy Crush Saga, for instance, is that it requests only a small initial payment, one that you can even avoid by watching ads. With less ethical games, though, an unstable or naive player can easily lose themselves and parts of their income that would be better spent elsewhere. But this is common knowledge. However, another appeal of games like Threes or Fallout Shelter is the possibility of multitasking, either while waiting in line or listening to something like a podcast or an audiobook. These games fill a void in our widely stretched attention span, which has become used to doing more than one thing at once. That is both a good thing and a bad thing, but that's a discussion for another post.
What other kinds of games are left to analyze? Gameplay-oriented RPGs give the aforementioned "jolt" through a) defeating enemies, b) collecting items, and c)" leveling up" in all its various forms. Platformers like Banjo-Kazooie (mentioned the beginning) are appealing as yet another variety of the "skill-test" motif. Regardless of how difficult the maneuver actually is, it gives me the jolt of satisfaction when I successfully jump from one platform to another. This is made more meaningful by its contrast with the ever-present possibility of falling, possibly to my avatar's death. Strategy games like Civilization or Starcraft are also somewhat built on the "jolt," but with the reservation that my gratification is very delayed. To succeed at Starcraft on a "hard" difficulty level takes skill, one that gives a sense of accomplishment when I succeed. That accomplishment is limited to the game itself, but it is so satisfying that it perhaps "grew into" the vicarious experience of it as a spectator sport in countries like South Korea. Competitive first person shooters are very similar to strategy games in that respect, only it is less intellectual and more based on quick reflexes. The "jolt" comes in the thrill of the fight, when I manipulate the controls quickly enough to defeat my opponent, whether it be AI or a flesh-and-blood opponent. I admit that I have no experience with such competitiveness myself, but I have experienced it secondhand through the endless hours I spent with my brother in front of the television while he beat online enemies on Halo 3.
To sum up this analysis, let me talk about the ubiquitous importance of limitation in video games. Obvious in casual games and only deceptively present (but still very much there) in games like Fallout or Heavy Rain, limitation is the video game's bread and butter. While a novel can show us fantastic realities beyond description, the limitations intrinsic to video game consoles or game engines define gaming as a medium. A game is appealing to the extent that it successfully presents itself in relation to those limits. An overly realistic game is less appealing than one which presents its subject in a way that fits its console well. A game defined entirely by limitation (perhaps The Stanley Parable, in a way reminiscent of René Magritte's paintings) might be one of the best games of all.
What does this say about human nature? Our constant search for bigger and better can only exist with limitation as a foil for that quest. If I had everything I ever wanted, I would very quickly get bored. But how often do we forget this! Our movies and our gadgets seek to surpass each other ad infinitum with better CGI, thinner bodies, more ease of use. But what happens if and when we go entirely past the limitations of physicality? Our materialistic culture would lose all its meaning, and many wouldn't know what to put their hopes in. Our culture of "bigger is better" forgets that the big only appears big in relation to the small, and unknowingly tries to get rid of the small in its quest for size. And of course this is its suicide. To save the culture we have invested in technology, let us return to the small, to the limited. This is the reason why "retro" games like Superbrothers: Sword and Sworcery give me lots of hope, because it kindles our desire for what is past and "obsolete." We need nostalgia just as much as we have anxious anticipation.