Showing posts with label meta. Show all posts
Showing posts with label meta. Show all posts

Friday, August 29, 2025

Housekeeping


So, as apparently happens every August now, I'm experiencing a little personal-life turmoil. Maybe it's my incipient middle-agedness—each time my birthday comes around now, some unconscious drive pushes me into one minor drama or another, raging against the dying of the light or whatever. Also, my country just keeps going more and more dangerously insane; that's not helping.

The upshot is that I've exiled myself, for a little while, from my home computer, most of the software I'm accustomed to using, the digital drawing tablet I recently got (with grand ambitions to flex my long-dormant art skills a little), my cats, and every bit of my usual routine. My plan to post twice a week, every week, to this blog went to pieces almost as soon as I implemented it. Maybe I'll get back to it in September…or maybe in October. We'll see.

What I have managed to stick with is most of the game jam stuff I committed to! I just put the last little touches (at least until I reread it tomorrow and catch a bunch of typos and have to make another round of edits) on my entry for Anne's second Summer LEGO RPG Jam, which I've posted on itch.io and which, if I do say so myself, turned out looking not half bad considering I cobbled it together in Google Docs, half on my work computer and half on my decrepit old MacBook.

Next up is finishing at least a rough draft of my adventure for the FIST Anniversary Jam, and then my voluminous ramblings for the Appendix N bandwagon, which are threatening to turn into a full-blown autobiography, and then the Build a Better World jam, and I've got some Cairn stuff I've been tinkering with that I want to lay out and post, etc. etc. I'm writing and doodling plenty the old-fashioned way, in notebooks and sketchbooks, and reading books I'll need to blog about it, and watching movies I'll need to blog about, and generally staying busy and generating a tremendous backlog of stuff to blog about whenever I do force myself into a proper routine. Which I'm looking forward to!

Friday, January 31, 2025

A Reckoning


A couple weeks ago, as we all tried to distract ourselves from the inaugural sword of Damocles, a prompt went around Bluesky, inviting people to share their “most millennial complaint.” Moira Donegan answered the call: “Playing video games is not cool,” she declared, “and it was a mistake to elevate this anti-social pastime that mostly involves engaging in solitary fantasies of domination and violence into a respectable hobby.”

Predictably, Donegan got dragged for this. Kim Kelly got dragged for agreeing with her. Many people insisted that this was, in fact, a boomer complaint, not a millennial one (Donegan acknowledged that possibility herself). Many other people called her an idiot, ignorant, uneducated, a loser. Some people, rather perversely, called her a sexist. A few attempted to ridicule her idea by analogy: Can you imagine if people talked this way about books? About literature?

I have spent many thousands of hours of my life playing videogames, but I was not one of those people. In my heart, I knew the truth: “solitary fantasies of domination and violence” might be a bit dated, but Donegan was more right than wrong.

* * *

The next day—Inauguration Day itself—Edward Ongweso Jr. dropped an essay on his Substack that was both apt for that most Damoclean of occasions and relevant to this debate about games. To begin with, he traced the contours of the gambling industry and connected it to other contemporary American enterprises that prey on the poor and nearly hopeless, desperate people hoping for one big score—buying in on the right meme coin, hitting the most improbable sportsbook parlay, literally winning the lottery. He explained what an enormous, lucrative business gambling has become, how it has eclipsed the vast market for illicit drugs. From there, he moved on to consumerism, AI, exterminism, things falling apart, rough beasts slouching toward Bethlehem—it's all worth reading. I got stuck on the bit about gambling, though.

Since surpassing illicit drugs in revenue, gambling has been eclipsed in its turn by an industry that stole not just its crown but its name. Before videogames grew to be a market juggernaut that generates nearly a quarter-trillion dollars a year of revenue, “gaming” was synonymous with “gambling.” This etymology isn't the only strong connection between the two businesses.

Ongweso's essay draws extensively on the work of sociologist Natasha Schüll. In her 2012 book Addiction by Design: Machine Gambling in Las Vegas, she wrote about slot-machine players, whose obsessive behavior had by then come to represent the vast majority of casino revenue. Counterintuitively, she found that the experience of hitting a big jackpot didn't excite them—it frustrated them, interrupting the rhythm of their play. “What addicts them,” Schüll explained, is not the thrill of victory or the enticement of riches, but “the world-dissolving state of subjective suspension and affective calm they derive from machine play.”

In a conversation with former Truthdig columnist Chris Hedges, Schüll elaborated: “What they’re playing for is not to win, but to stay in the zone. […] This is more about mood modulation. Affect modulation. Using technologies to dampen anxieties and exit the world. We don’t just see it in Las Vegas. We see it in the subways every morning. The rise of all of these screen-based technologies and the little games that we’ve all become so absorbed in. What gamblers articulate [in interviews] is a desire to really lose a sense of self.”

Of the industry, she said, “It’s predation on a type of escape where people are driven to exit the world. They’re not trying to win. The casinos are trying to win. They are trying to make revenue. They’re kind of in a partnership with the gamblers, but it’s a very asymmetrical partnership. The gamblers don’t want to win. They want to just keep going. Some people have likened gamblers to factory workers who are alienated by the machine. I don’t see it that way. This is more about machines designed to synchronize with what you want—in this case escape—and [to] profit from that.”

This is an apt description of slot-machine players and gambling, of course, but as Schüll alludes to with her remark about “screen-based technologies and the little games that we’ve all become so absorbed in,” it might be an even more apt description of gamers and gaming. What are microtransactions and battle passes and the endless treadmill of live-service content if not revenue-extraction machines synchronized with players' desire for anesthetic escape?

For players who don't want the jackpot, who want only to keep going, to stay “in the zone,” the gaming industry now offers myriad games without lasting victory, without an endpoint, without closure. Many people have drawn connections between slot machines (and Skinner boxes) and certain types of game before—these are the perils, we hear, of F2P games, of freemium games, of mobile games, of bad games, trash that's beneath the contempt of real gamers. But the Faustian exchange of a steady flow of microtransactions for the opportunity to live in the zone forever isn't just made in trashy mobile Gacha titles anymore; it's everywhere. The bad apples have spoiled the bunch. Every game is a slot machine now. One battle royale after another, forever. One raid after another. One puzzle after another. One match after another. One content drop after another. One achievement after another. One season after another. Forever.

It's not even limited to games. People think of “gamification” as the process of making “real-world” activities more like videogames, but it's actually more a matter of making everything (including videogames) more like slot machines. What is a social media feed if not an experiential slot machine, one that rewards you, quasi-stochastically, with entertaining content? The algorithm puts just enough boring chaff (and ads) in front of you, for just long enough, that the dopamine-rush thrill of your last hit fades, and then bam, something that's just the sort of content you crave slides across your screen, and the rush is back. Over and over. Forever.

One of the reasons I started this blog at the start of last year was that I was getting sick of social media; I found myself posting to Twitter and Reddit less and less, interacting with other human beings less and less, but scrolling more and longer. Pulling the lever, waiting for something good to turn up, but really just paralyzed by that hope, that expectation, the not-quite-pleasure of having an itch and believing that it's about to be scratched. Any minute now.

One of the reasons I got into TTRPGs was that videogames were starting to feel the same way.

* * *

“But not all games are like this," you might protest. More and more of them are, of course; battle passes and games-as-service content drip-feeds and meta-progression mechanics are oozing their way into every genre, into every storied franchise (this crap has even slimed its way into Civilization now, much to my dismay), but it's true: There are some indie games, some retro games, and even the occasional rare few examples of AAA auteurism that prove the rule.

The thing is—and with apologies to the folks who love games and think that pornography is inherently, irredeemably bad and wrong—you could say the same of pornography. Porn doesn't have to come from some giant, sleazy media company. It doesn't have to be celebrated at lurid awards shows in Las Vegas or shot in some dismal corner of the Inland Empire. It doesn't have to involve human trafficking or drug abuse. It doesn't have to be violent. You can make porn with your partner or with your friends. It doesn't have to be for profit; you can distribute it for free or ask for donations. You can write fun, clever scripts, build fantastical sets, make amazing costumes, and tell interesting stories that just happen to be smutty. Or if you're not likely to do any of that yourself, you can probably find porn like that on the internet somewhere, or at least at a film festival—porn that makes you laugh, makes you think, fosters human connection, gives you new ideas.

But is that what you think of when you think of porn? Is that what anybody thinks of? Is that what you assume any significant percentage of pornography consumers are consuming? If somebody says to you, “Yeah, I love porn,” or if somebody tells you, “I can't wait to get home and watch porn until I fall asleep,” does your mind go to that Shangri-La of ethical, creative, uplifting pornography? Or do you just think, Wow. Gross.

When somebody says they're a gamer, what do you think of? We joke about the word; we love our memes. “They targeted gamers,” we chuckle. “Gamers rise up!” We explain that “Sure, I play games, but I'm not a gamer,” or “I'm a gamer, but not, you know, a hard-r gamer.” That ironic distance masks real aversion. Gamers gave us Gamergate. Gaming, especially online, means encountering puerility, misogyny, racism, homophobia, transphobia, a whole raft of antisocial behaviors. It has a whiff of sulfur about it, the perfume of the extreme right. To tar all of gaming, and everybody who enjoys videogames, with that sulfurous stigma might be unfair, but it's not entirely unfair. Yeah, there are plenty of kids and women and old folks and others who aren't of that ilk enjoying games—or if not truly enjoying them, at least experiencing a world-dissolving state of subjective suspension and affective calm—but it's those hard-r gamers who drive the discourse, they who are the face of the hobby and the drivers of the industry.

* * *

The industry has embraced, with both arms, a vision of videogames as ludicrously profitable narcotic slop. The most vocal, visible gamers—gamers as an identity group—are unpleasant reprobates, many of them Nazi fellow travelers. Are these facts enough to damn games and gaming? Probably not. Most cultural products in the profit-driven hell we inhabit are crap, after all, and practically everything has detestable, and noisy, partisans. There are still diamonds in the rough, games that make us think, that make us laugh and cry, that teach us things, that expand our horizons.

Here I have to turn from objective facts to my own fragile, anecdotal, peculiar subjectivity. For me, playing a videogame, even a game I once loved, or a game of a type I once loved, even a game that isn't precision-engineered to lull me into that world-dissolving state of subjective suspension and affective calm, now often feels palpably, uncomfortably hollow. I emerge from time spent playing a videogame like a sleeper emerges from a dream, holding on to a few rapidly fading emotions, bewildered by the dissonance between how intensely things mattered just moments ago and how pointless or incomprehensible they seem now, in the light of day. I'm left with vague memories, or just impressions, and maybe a haphazard sort of narrative that, like a dream, retains some waning interest to me but falls to boring, incoherent pieces the moment I try to explain it to somebody else.

I am a dreamer, of course. You're reading a blog (ostensibly) about TTRPGs; how could its author be anything else? I'll never be one to turn up my nose at escapism: I've loved science fiction and fantasy since I was a little kid, I love novels, I love movies, and I still love games. We all deserve a little escape once in a while; the real world isn't always a great place to be. But to return to that analogy raised by the angry mob on Bluesky—how would I feel if somebody dismissed novels as a disreputable, antisocial waste of time? I'd roll my eyes. Solitary, sure, but never antisocial. To read a novel is to enter into intimate discourse with another mind. It's escapism, sure—the world dissolves—but it's escapism with an endpoint, a clearly marked exit. Through the novel, we immerse ourselves in other places, other times, other lives, and then we return to our place, our time, our life richer, wiser, more thoughtful.

I might've learned a little about medieval history from Crusader Kings 2, a little about trains from Railroad Tycoon, a little about everything from Civilization, but I don't know that even those games truly enriched me. I don't think they taught me anything important about myself or anybody else. The vast majority of the videogames I've played taught me nothing at all, imparted nothing to me. There are very important exceptions, of course—I've written about a few of them here, like SOMA, Cyberpunk 2077, and above all Disco Elysium, and there are others, farther back, that meant a lot to me and changed me in meaningful ways. Planescape: Torment and The Longest Journey come to mind.

In the big scheme of things, though, these games are oddities, exceptions, lightning in a bottle, relics of a bygone age. There will never be another Disco Elysium. There will never be another Planescape: Torment. There might be another Cyberpunk 2077, but it's probably a decade away, and I'm not holding my breath. For every gem, there are a thousand mindless treadmills, a thousand carbon-copy cash-ins on whatever the latest extractive fad is, a thousand software-shaped delivery vehicles for the algorithmically driven microtransaction apocalypse. We've all heard the story: StarCraft II: Wings of Liberty made less money for Blizzard than a single $15 microtransaction horse in World of Warcraft. Whatever games were when you were a kid—whatever they were before that moment, before that horse buried Wings of Liberty—is dead and long, long gone.

There's still cool stuff happening in the world of videogames, of course. It's happening in spaces that are less commercial (like the whole constellation of indie games sites driven by donations and pay-what-you-want offers) or entirely noncommercial (like the beautiful community that continues to churn out world-class content for my beloved Quake nearly three decades after its release). Some of the most interesting games of the past decade have been treated with outright hostility by the industry; think of Robert Yang's long war against the homophobes at Twitch. Cool stuff still comes out of more conventional games spaces, too, often when people play games in unintended ways. Look how much more interesting a tactical shooter becomes when a streamer plays it as though his life actually matters—the live-die-repeat treadmill of gameplay gives way to something more affecting, more truly immersive, more like the empathy machine we've so often been promised games could be.

Give me empathy in videogames. Give me auteurism. I'd rather play a new Quake map—and have direct contact with somebody else's mind, their ideas, their creative spirit—than step back on the treadmill of MMOs or CCGs or MOBAs or PvPvE FPSes or whatever fresh hell the industry unleashes next. But better yet, get me off the computer. I'd rather play a board game with family than play Quake by myself. And I'd much rather play a TTRPG with friends: tell a story together, experience something new together, escape the world together without leaving it behind entirely. I don't want to dissolve the world, to annihilate it. I want to make the world richer, more enjoyable, more inhabitable. Better.

Good luck to me, right?

* * *

I lived in Cambridge, Massachusetts, during the first Trump administration, near Inman Square, where there's a cute little commercial row. It's a slice of small-town Americana in the city: no national chains, just a bunch of local small businesses, including the sorts you hardly see anywhere else anymore, like old-fashioned travel agents and mom-and-pop delis. There was a store there (I think it's still there) that sold textiles, candles, plants, cozy home goods. They were very into hygge back in 2016; there was a sign in the window for months after the election that asked, “HOW CAN HYGGE BE PART OF OUR RESISTANCE?” I always laughed.

The answer, of course, is that it can't—not really. Maybe making things hyggelig gives you a sense of control in a crazy, off-kilter world and that buoys your mental health and keeps you from falling completely and irrevocably into despair. Maybe. And maybe your Animal Crossing village or your Tears of the Kingdom contraption or your collection of Hearthstone cards does the same. But those things also anesthetize you. They remove you from the world, numb you to pain and struggle and sorrow and pity, and remove you from other people, from everybody else experiencing those things, people you might be able to help, people who might be able to help you (not entirely unlike hygge, in fact, although that's an essay for another occasion).

Yeah, you make friends playing videogames, once in a while. You see the same handles in the same lobbies, or you run into the same opponents, or you run dungeons with the same guildmates. Once in a while, a real connection is formed. People famously have gotten married to friends they made playing MMOs. But 99% of people? 99% of the time? Ships in the night. Traveling companions for a time, but not heading to the same destinations.

Videogames are not inherently antisocial, but the industry has shaped the vast majority of them, including the biggest and most popular, into something profoundly antisocial, something socially corrosive. The vast majority of players have quietly acquiesced. Even superficially “social” multiplayer games are not fostering real connection; they are offering a shared experience of quietism, no more social than slot-machine gamblers making small talk, or sitting side by side in amiable silence, as the life seeps out of them.

Are videogames a moral abomination? Have they no redeeming value at all? Should everybody quit playing them? Of course not. It's not like we'd all turn away from our screens and suddenly, in a great upwelling of solidarity and togetherness, join hands and defeat fascism with the power of love or whatever. If we didn't have videogames, we'd have other vices. We already do; everybody has vices, and there's nothing wrong with that. But we could certainly stand to be clearer-eyed about them, about what they're doing to us, about who benefits from them.

I texted my best friend (the man behind Roman Balan, for those of you following my Stars Without Number campaign, and like me a lifelong enjoyer of escapism and player of videogames) about Moira Donegan's post when I first saw it. I sent him a barrage of messages that began with “I'm probably too much of a coward to weigh in, but…” (look at me—12 days later, I've worked up the courage) and ran for nearly the length of this blog post. When I was finally done monologuing at him, he delivered a more eloquent and far more succinct summation of the whole thing. He quoted the late, great David Lynch: “I wish what every addict wishes for: that what we love is good for us.”

Saturday, January 11, 2025

The Year Gone By and the Year to Come

Crystal Pite’s The Seasons’ Canon (photo by Rosalie O’Connor)

2024 was a fine year for me, personally—I am healthy, gainfully employed, happily partnered, and securely housed, and I got to travel a bunch, including to Mexico, Portugal, and Colombia. I went to film festivals in New Orleans and New York, too, and watched something like 130 movies—mostly old ones, but 40-ish new releases, of which Conclave, Nosferatu, and Nickel Boys were the best big ones. Loved a lot of the indie horror I saw at those festivals too: Cuckoo, Dead Mail, I Saw the TV Glow, Timestalker, Dead Talents Society. Hated Civil War so much I might have to write a whole blog post about it. Adored the Fall Experience at the Boston Ballet; Crystal Pite’s The Seasons’ Canon was overwhelming in the best way, one of the most extraordinary things I've ever seen on stage. I've written a bunch already about the books I read in 2024, but I'll shout out three short stories from the New Yorker (all published within a month of each other, as it happens) that I really liked: “Autobahn” by Hugo Hamilton, “Ambrose” by Allegra Goodman, and especially “My Camp” by Joshua Cohen.

But I'm gonna not do a whole big cultural review roundup like I did last year. 2024 was not a year of culture. 2024 sucked. It feels like the whole world is going down the tubes; my benighted country certainly is.

What am I going to do about it? I don't know. Maybe it depends on how bad it gets. Maybe I shouldn't let it depend on that. Certainly I'll kvetch. Maybe I'll start attending DSA meetings again. I'll volunteer. I'll write. Writing probably isn't worth much more than voting, but at least it gives me a sense of activity, a sense of control. I can always kick myself for not writing enough!

I started this blog last January with a flurry of activity, but lost steam after June. I posted 33 times in the first six months of 2024, and then only 11 times in the second half of the year. July and August were very busy for me—three weddings on three continents in a five-week period, plus a move across Boston and a subsequent comedy of ISP errors that kept me mostly offline until September—but I didn't do a great job getting back on the horse in the fall. My plans to participate in a couple more jams (Anne's Summer LEGO RPG Setting Jam and CLAYMORE's FIST: JAM OPS V, to be specific) halted at the doodling-in-a-notebook stage and then dissipated. My Lore24 effort fizzled out. I still haven't finished any of those Traveller-inspired lifepath tables.

But some things did turn out well! My little Flyover Country recap, as much as it lags behind the game itself, has been fun to write, valuable for running the campaign—it helps me keep the big picture in view and reminds me of loose threads and fun ancillary characters I can return to—and hopefully useful to a few people new to, or curious about, Stars Without Number. The one jam I did get myself in gear for was fun, and I was quite pleased with the result. My satirical/fantastical take on the ridiculous Saudi megaproject THE LINE was a hoot, if I do say so myself.

So what do I want to accomplish in 2025? Definitely carry on with the campaign recap; after some fits and starts and a holiday hiatus, Flyover Country is set to resume this Monday, the 13th, and I still have lots of catching up to do. Finish entries for multiple jams this time—let's say three this year, at the very least. Work on that little lifepath project. Flesh out some of the ideas I threw at the Lore24 wall, because there's a lot I like about that setting (or meta-setting). Write some fantasy stuff. Write something for FIST (and play more FIST). Write something that feels like Quake.

And, hey, maybe I'll actually publish a Quake map this year. Hopefully I'll publish some short fiction too. Maybe I'll flee into exile. Who knows!

Sunday, April 14, 2024

On Reviewing and Rating Things

John Fleck as Trent in Dead Mail


Last weekend, my girlfriend and I went to New Orleans for the Overlook Festival, our second horror film festival in the past eight months or so (she's a huge horror fan and film blogger). Saw nine films in four days, which is always fun, and got in a lot of good eating and drinking (despite me having fractured a premolar the day before leaving, whoops).

Highlights included Cuckoo, Dead Mail, and I Saw the TV Glow—each quite different from the others, but with one big strength in common: outstanding vibes. Fantastic sound and music, wonderful evocations of time and place. Moody, beautiful, and all quite moving. Each anchored by fantastic performances, too (Hunter Schafer and Dan Stevens in Cuckoo; Justice Smith and Brigette Lundy-Paine in I Saw the TV Glow; pretty much everybody in Dead Mail, although John Fleck really stands out—maybe the best of the whole festival).

At the other end of the scale, after having watched seven variously low-budget indie films, most of them foreign, Abigail was a shock to the system, and not in a good way. It took all of thirty seconds to register that it was going to be a very Hollywood experience, and not much longer than that for me to know that I wasn't going to like it. The film has problems, starting with the fact that its one good twist isn't; the entire marketing campaign has been built around the fact that Abigail is a vampire, something the characters don't learn until halfway through. The pacing isn't good. The kid is more annoying than scary. But there are some strong performances (including Dan Stevens again) and the effects are pretty great. It's not a good movie, but its most serious crime is just being a kind of movie, and particularly a school of character and dialogue writing (the Joss Whedon Marvel Cinematic Universe school, to be precise), that I can't stand.

How do I rate this stuff?

* * *

I got very into Letterboxd last year. I had started back in 2022, but at the beginning of 2023, in a resolute New Year's spirit, I decided that I wanted to write more—more of everything. A poem every day! A novel! Short stories! Essays! Book reviews! Film reviews! Most of this fell by the wayside; I wrote a few poems, made some haphazard progress on a couple different novels I've been drafting forever, and wrote a dozen short book reviews. Mostly I just wrote TTRPG stuff…and silly little movie reviews. Letterboxd stuck. I've written 136 reviews now—every film I've seen since January, 2023. (Most are short, and some just a single line, but a few are proper essays.)

So I've had to think a lot about how to rate films. Or really, I've just rated a lot of films, and of the course of the past fifteen months, I've had plenty of time to try to understand what my ratings meant, rationalize them a bit, try to develop some kind of consistent rubric going forward.

Letterboxd gives us two options: We can just “like” films or not, or we can give them star ratings. And of course we can use the star ratings however we want (only giving between one and three, for instance), but the fact that the vast majority of users employ the full range, from half a star to five, compels me to do the same.

It is interesting to think about the less-granular options, though. Heart or no heart is as simple as it gets. Thumbs up, thumbs down. Liked it, didn't. Add one more option, and we have, perhaps, “loved it, liked it, didn't like it,” or, if we're thinking less about our own simple enjoyment and more as critics of some sort—trying to predict whether others will like the work we're evaluating—we have a traffic light: go ahead, caution, and stop. Of course, “caution” contains multitudes. Is it flawed but enjoyable? Expertly made but soulless? Great only for fans of a particular subject or particular genre?

Maybe we add another option: Good, good but not for everybody, bad but some people might like it, bad. We could probably analyze the hell out of that approach, but we know we're going to end up with a ten-point, five-star system, so let's just jump ahead. Going to five options brings to mind an academic grading scale: A, B, C, D, and F. Excellent, good, average, poor, failure. And the fact that Letterboxd has a ten-point scale (from 0.5 to 5.0) but presents it as a five-point one is interesting. Five points: good. The ability to tweak them up and down a bit: fussy, maybe, but definitely tempting. We can still map them onto letter grades; we just fudge it a bit and say everything is either plus or minus. A+, A-, B+, B-, C+, C-, D+, D-, and two different shades of F: “just missed a D-” at one star and “may God have mercy on your soul” at half a star.

This feels pretty good to me. It does mean that reviews will tend to bunch up in the 3–4 range, but that's fine; thanks to word of mouth and our ability to guess what we're going to like from trailers and by drawing conclusions from directors' and actors' past work, we usually don't see a lot of stuff that we hate. Giving an enjoyable film one or two stars seems brutal. I admire Osita Nwanevu, boldly going out there and slapping three stars on everybody's sacred cows, but I don't think I can do it.

3.5 stars is a good movie. Can't complain. Didn't connect with me on a profound, personal level, but I enjoyed it all the way through. A notch or two below that, 3.0 and 2.5 are the middle of the scale, even if they won't be the middle of anybody's histogram (except Osita's). 3.0 is enjoyable but seriously flawed. Worth watching, on the whole, but missing something, or messed something up. Didn't stick the landing. 2.5 is just on the either side of that razor's edge: has a bunch of good qualities, but has enough flaws, or serious enough flaws, to just not be enjoyable in the end. Two stars was probably doomed from the jump, though it might have some charms: a terrible screenplay, an inept director, a stupid concept. Below two, we're in “I might walk out of the theater” territory (but for the fact that I stubbornly never do).

4.0 is really good. Unambitious but perfectly executed, or ambitious and flawed in fairly minor ways. Add an extra half star, and that's about as good as it gets. A masterpiece. Practically flawless. And then if I watch it again and, at the end of the second viewing, I'm thinking, “Yeah, I'm gonna watch that a third time (and a fourth, and a tenth),” that's our five-star gold standard. I'm trying to limit the number of five-star films, but it turns out I'm a pretty soft touch. I love movies! 4.0 is my most common rating; I've given more 4.5s than 3.0s (although if I go to enough festivals, that's bound to change).

So where did I land on my most recent festival faves? Four stars all around! And Abigail? Fuck it: 1.5 stars, which is probably half a star harsher than my rubric demands, but whatever, I get to call audibles sometimes, and I'm sick to death of “She's right behind me, isn't she?”-ass dialogue.

Sunday, January 7, 2024

Back to the Future

a kid in the "house of tomorrow" in the year 1999, as imagined back in 1967, sits at his desk and ponders a computer screen that just says "pop"
The House of Tomorrow in Philco-Ford's "1999 A.D."


When 1999 arrived, I was 14 years old and halfway through my first year of high school. I had a Pentium PC and a 56k modem, and the internet was my oyster. It was the year of Unreal Tournament and Counter-Strike, the year I realized that there was infinitely more content available for my favorite games online than what had come in the box. I played just about every Half-Life map and mod that existed, then played everything I could find for Unreal and Quake II, then worked my way back to the motherlode that was the original Quake's fan community.

At that age, I loved nothing more than computer games, and 1999 was a great year for them. The Longest Journey, Homeworld, Sid Meier's Alpha Centauri, System Shock 2, Planescape: Torment, and Quake III Arena all came out that year, as did FreeSpace 2, the first game I ever published any content for (I had messed around with Worldcraft, trying to make simple Half-Life maps, but never shared them online). It wasn't much, but it was my first step into the world of modding, the DIY side of the hobby, the social world of games—making them, sharing them, theorizing and bickering about them.

I don't think I started my LiveJournal until a year or two later, but 1999 was also the year LiveJournal was launched, so there's that too: a link to my one previous foray into blogging, which was also the first thing I did on the internet that brought me real, lasting human connections, including two friendships that endure to this day. One of them, it turned out, lived practically around the corner, so we quickly became real-life friends (and dated briefly, a footnote in her romantic history but a landmark in mine); the other lived halfway across the country, and yet we've managed to sustain an almost entirely epistolary relationship that's still going strong more than two decades later.

* * *

So what's "1999 A.D." about? The name is snappy and hopefully distinctive, and it's adjacent to 2000 AD, which is kinda fun, but it also, self-importantly, represents an ethos. The year 1999 was, for me, a time of tremendous optimism, when it seemed like my own creativity, and the world of games I loved, had limitless potential. 1999 stands for a broader societal optimism, too, both because it had been, decades earlier, the horizon on which we could see a sure-to-be-better future society, and because, in retrospect, it was, for all the anxiety about Y2K, one last moment of stability and prosperity (for many Americans, at least) before the 21st century's long slide into the suck began.

Computer games, for me, never really lived up to the promise they held in 1999, which is partly because I was a starry-eyed child then, and partly because the breakneck pace of technological advancement slowed enough, around the turn of the century, that our dreams of synthetic intelligence and infinite artificial worlds had to be deferred for at least a few decades, but also largely because games soon became a huge business and a lot of the creativity, ambition, and wildness were beaten out of them by the invisible hand of the market. 1999 was the crest of the wave, for me; later in high school, I devoted more time to the outdoors, to parties, and to getting high, and (a little) less to games. I got into World of Warcraft a few years later, which monopolized all of my gaming time and game-related social energy for a while. I got out of it, eventually. I got into Destiny 2, Hearthstone, Marvel Snap. I got out of those, too. I play PC games sometimes, still—I'll probably write about them at some point—but I don't love them the way I did. TTRPGs, though? I'm belatedly smitten.

I came to TTRPGs very late, especially for somebody who was such a huge nerd as a teenager; I started during the pandemic, playing long-distance D&D 5e on Zoom with one of my best friends, her partner, and some friends of theirs. To no one's surprise, least of all my own, I loved it. I started thinking about running a campaign, starting looking at other systems, started poking around online, knowing, this time, that there would be infinitely more content available than what had come in the box or the book.

I found Dan D's Throne of Salt sometime early last year. Saw this post and knew I had to run a science-fiction campaign of my own. Found Marcia B.'s Traverse Fantasy. Started listening to Astronomica. Found Skerples' Coins and Scrolls. Started accumulating PDFs: Stars Without Number supplements, Mothership modules, miscellaneous old Traveller stuff, all sorts of zines, Skerples' beautiful book. Started a SWN campaign with my 5e group (and two more friends, including my very best) when our two and half years of fantasy adventure drew to a close. Started filling notebooks and sketch pads with notes and doodles and maps and deck plans. Started itching to share my ideas.

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Since my first forays into Half-Life mapping forums, I've pretty much always been active in some kind of online community somewhere: LiveJournal, punk music bulletin boards, WoW forums, Reddit (RIP r/chapotraphouse), Twitter. My activity has waxed and waned, but there's always something going on. In recent years, that something has tended to be unsatisfying, if not downright alienating. Even before Musk's coup at Twitter, social media wasn't feeling very social. Parasocial, sure. Antisocial, asocial. Howling into the void. The shrieking of the damned.

Around this time last year, I started reviewing every film I watched on Letterboxd—the only one of a number of resolutions I made at the start of 2023 (write a poem every day, write about every book I read, draft a novel) that stuck. I have a few followers; I get a few likes. It's cute, it's fun, but it's not much of a dialogue, not much of a community. Just scratches that old itch, makes me want something more substantial, more real. The grove of avant-garde TTRPG blogs I've started to wander through may be a tiny world, but it's a world of conversation, collaboration, creativity. A living world. It's exciting! It takes me all the way back to 1999.

Ranking the NYT Games