Hello, 2017

“And once the storm is over you won’t remember how you made it through, how you managed to survive. You won’t even be sure, in fact, whether the storm is really over. But one thing is certain. When you come out of the storm you won’t be the same person who walked in. That’s what this storm’s all about.” -Haruki Murakami, Kafka on the Shore

I’ve never been a big New Year person. It’s position seems too arbitrary. Sometimes it fits, but often, like a poorly timed joke, it feels too late or too early, punctuating the calendar whether we want to celebrate it or not.

I think about other forms of time, like the slow waltz of geologic cycles or the Mayan Long Calendar’s b’ak’tun–the approximate equivalent of 144,000 years per cycle. I don’t mean to go full Rent, but the sense of days adding up to a pre-determined, arbitrarily assigned date feels a little bloodless to me. Abstract, even if its celestial and mathematical elegance has its own beauty. I appreciate the bringing-together mentality that each New Year offers, even though many countries don’t celebrate this crux between December 31st and January, but as an individual, I wonder if more valuable measurements exist.

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Hey all,

Sorry for the long hiatus. I don’t know if you noticed, but I’ve made some significant changes to the site, both aesthetically and in terms of content. I’ve finally compressed my for-school blog into this site–including all of the past posts I did this semester–and will likely be doing both types of writing here from now on. I think the major changes are done, but I may be doing further tweaks, as I’m not quite sure how I feel about this aesthetic quite yet.

I hope to do my first post tomorrow, as a way to start the new year, but in the meantime, I hope everyone has a positive final day of the tumultuous 2016.



ENG 730: Play, Agency, and Activism

My main takeaway from this week’s readings concerns questions of agency. More specifically, I saw the possible tension between the human players and the nonhuman elements of the game through its rules or “procedural rhetoric.” This is the more localized interaction of agency. But, in a broader sense, one also has the agency of the designer, perhaps distributed into the game, and the agency of the larger ideologies and structures that further inform the designer.

Rather than a “magic circle” outside or “ordinary life,” as Huizinga would see it, playing a game is more of a crossroads or gathering where human and nonhuman open up a particular form of interacting, an “assemblage,” to use Deleuze and Guattari’s term, where larger experiences and practices may emerge and where the constitutive components, themselves, may also change. I want to argue more what I mean below, but first a quick note on agency.

I’m using agency here in the way that people like Bruno Latour, John Law, and Michel Callon have taken it up in work in Actor-Network Theory.  In this outlook, agency is more about the possibility of acting and interacting in the world a  certain way. Different actors have different possible actions, sometimes passive or active, sometimes sentient or insentient. A mug can hold liquids. A dog can bark or run. A human can generally perform a whole range of actions. And as different actors interact, link up, or break apart, argues Latour, both new actions, situations, materials, relations, etc., arise.

His famous gun example makes this clear. A gun alone cannot do much, though it can shine or exert weight on a table. Similarly, a human without a gun can’t shoot anyone, though they have a considerable array of possible actions. In order to shoot, the human must grab the gun, creating a gun-human hybrid, then decide to shoot.

Through this framework, I think one can see that the agency of the game rules presents a certain experience when the human players interact. But this agency is fraught and contested, and as Bogost and Flanagan discuss, it can be used for different things.

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ENG 730: Atari, Design Constraints, and Ecology

Thinking through Bogost and Montfort’s Racing the Beam, I was reminded a bit of some of the conversations we had last class regarding design and the material constraints that technology imposes.

I think the role of hardware struck me particularly with questions of porting. As they write regarding Pac-Man‘s port to the Atari, “Porting a graphical video game from one computer platform (the arcade board) to another (the Atari VCS) does not demand a change in fundamental or representational of functional mode.  Both versions are games, rule-based representations of an abstract challenge of hunter and hunted. Where the two versions diverge is in their technical foundations–in their platforms” (67).

This is a key observation, as it hits at the material implications of replicating player experience or game cohesion across platforms. The invention process of remaking a game for a different system requires ample creativity when the systems are different enough–particularly in graphic affordances and machine communication.  In this way, the designer is not making new content or rules, but they are making a new means to express the content or rules, a new way to interface with the machine to attain a similar end. With this situation in mind, I think about parallels with translation or transcription, but I wonder how far those alphabetic, or at least textual, metaphors can apply in this case. In both cases, one is working in different systems, but the technology of a semiotic system differs from the technology of a video game hardware.

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CCR 633: Multimodality, Part 2

Chapter three begins with the “prosumer,” an idea that Alexander and Rhodes borrow from Daniel Anderson. The “prosumer,” they describe, is “a convergence of the consumer and the professional in terms of new media tools” (106). Many new media tools allow consumers, formerly just receivers, to produce products, thereby acting as professionals. This, in turn, allows a more critical focus on production, as it is no longer black-boxed behind the usual channels, but in the hands of the consumer.

This similar idea–that of consumer as professional or producer–also connects with the Situationalist notion of “détournement,” a form of “pillaging or appropriation,” as Frances Stracey describes (qtd. in Alexander and Rhodes 112).  The Situationalists argued that capitalism had the constant need to project a “spectacle” of needs that inspire consumers to thirst after products, so people should critically produce to counter this.

Alexander and Rhodes connect these ideas to current DIY movements, but emphasize the “critical” dimension of this production. In other words, it’s not simply enough to be critical, in a humanities sense, or to produce; one must use production in a critical way, engaging in multimodal production through new media tools. They provide the example of images that grew in “excess” from their work that argue their work or ethos as “queer rhetoric” scholars in different ways.

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ENG 730: Auteurs and Capital

In composition studies, a recent move to designer over author has started to take place in some areas of the field, and I think the readings present and interesting addition to this, as in composition studies this shift is often made in terms of “marketable skills,” reflecting the role of labor and capital in education.

But more to the readings. I find the notion of author or designer often has a tension with the Romantic creator view and the skillful rhetor responding to an situation. In this context, I feel like Miyamoto presents a nice case study. On the one end, as diWinter seems to argue, he has particular views or focuses that flow through his work, presenting a more Romantic, or expressivist, author function:

  • “The strong connection to childhood and joy;
  • The influences of nature and the natural world; and
  • A desire to share a common feeling— kyokan— so that designers can feel closeness with players and players can be immersed in the experience of the game.” (1)

One can see, for example, how the “violence” in Super Smash Brothers, is rendered in the more contest-oriented approach like Sumo and not in terms of the violence of other games, or how Mario’s “violence” is more cartoonish and comical. This reflects the connection to joy and fun. And the abundance of caves and wonder that stud Miyamoto’s work reflect his own childhood experiences, as his own quotes argue, with childhood and the natural world. Regarding the last point, diWinter argues how Miyamoto, especially later on, uses experiences from his everyday life, like fitness or gardening, to inspire his work.

All of these design traits do seem to have a rhetorical deliberateness, even with the team-oriented approach, as John points out, that games have.

But on the other end, the market also informs design. Constructing Mario based on the Game and Watch controller not only presented a design constraint and philosophy; it also made good market sense. When Miyamoto was recruited to save the Wii, that was market-based pressure. And while his own experience of exercise informed Wii Fit, reflecting his design philosophy, it also opened up an important market and was framed in this way.

These market and labor forces are even more strongly articulated in the other works. For example, as Dyer-Witherford and de Peuter argue, “The ‘militainment’ of America’s Army and the ‘ludocapitalism’ of Second Life display the interaction of videogames and actual power in the context of Empire, an apparatus whose two pillars are the military and the market” (xiv).  Videogames grew up in a strongly capitalist network, with strongly entrenched notions of modern empire. Past economies, like the clay tablets of Mesopotamia or the scribes of medieval Europe, operated through different trends and affordances of labor and circulation–and different views of autuer–though it’d be reductive to say that threads don’t carry through multiple periods.

This takes me back to my initial focus–author as Romantic creator or situationally astute rhetor–and the role this has in our current market. I increasingly think that designer and author works in a more networked process, and these networking skills are key literacies for work in the modern age; but the “innovators” are the ones who tend to get the most credit. In my current project, for example, Will Wright is considered to be genius behind The Sims, SimCity, etc., but his notebooks are threaded with phone numbers, questions and answers from meetings, user-testing notes, more signs of orchestration and teamwork. And, for another example, some books, like Doom or Console Wars, treat teams of people with an almost hagiographic aura, while technology and markets also play a major role.

As Kline, Dyer-Witheford, and de Peutur, articulate, games exist within a complex intersection of circuits. I reckon a designer is part of this, seizing on the kairos and tools of production when producing a game, but authorship is quite diffuse among the humans and nonhumans of the rhetorical situation. The magic circle isn’t really that separated from “ordinary life.”

CCR 633: I Can’t Even

I may touch on Swinging the Machine in this post, but I need a space to think through what happened a bit. If I need to write a make-up post, I can, but I simply couldn’t write one tonight.

I think Trump’s policies are destructive and that he is morally dubious, or even repugnant. But, this isn’t what worries me. What worries me is that Trump’s election may legitimize ideologies and discourses that could destroy our democracy as we now conceive it. In this way, I am not worried about Trump per se; I am worried about what people call Trumpism. I don’t think that this destruction is inevitable, but I think that Trump’s election presents a shock to the system and requires a radical examination of “politics.” As Marx said, “all that is solid melts into thin air,” and now, we need to figure out what to do.

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Civilization, Ideology, and Informatic Control

One of the elements I find most interesting is the distinction between ideological critique and the algorithm, which Galloway, in particular, describes, but also seems to inform Friedman.

When describing playing Civilization, Galloway notes the “soft racism” and questionable God view that informs the game, like the problematic “attributes” given to civilizations–like how the Aztecs aren’t “industrial–or the absence and simplification of many civilizations. To Civilization‘s defense, subsequent additions have addressed some of these issues, like the inclusion of more civilizations, like Polynesia, and dropping essentialist attributes for more civilization-specific qualities.  But, things like the progress narrative, the valuing of military dominance, the potential simplification of ethnicities, and the role of commerce and territory still pose potential problems, ripe for ideological critiques.

Galloway moves from this into what he calls the “third level” of critique, “informatic critique,” which he describes as a “formal critique rooted in the core principles of informatics that serve as the foundation of the gaming format” (99). He asks, “whether it [Civilization] embodies the logic of informatic control itself” (101). Though I still had some trouble ultimately figuring out what Galloway meant by this, I think it reflects the way a phenomenon gets enacted by a computational system.

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CCR 633: Labels, Emergency, and Ontology

Early on in her introduction for Scripts, Grooves, and Writing Machines, Lisa Gitelman states a thesis that also expresses a methodology and worldview regarding textual machines:

Edison identified his phonograph as a textual device, primarily for taking dictation. With this mandate, the invention emerged from Edison’s laboratory into and amid a cluster of mutually defining literacy practices, texts, and technologies, among them shorthand reporting, typescripts, printing telegraphs, and silent motion pictures. Even Edison’s own famous light bulb, now a universal icon for “I have an idea,” had to make sense within an ambient climate of textual and other representational practices, a climate it would, in fact, have an ample share in modifying. (1)

In many ways, this connects to many of the questions already taken up in the class, like the role of sociotechnical systems or alphabets as technologies  or the notion of ambience and complexity. Here, in particular, I am definitely feeling Rickert and Heidegger: that the phonograph emerged from and became intelligible through a “world” [Welt] of already existing relations. For example, as Gitelman argues, shorthand, or “phonography,” as a technology set the stage for the phonograph. Without this already circulating ambience, the phonograph would not have had the same intelligible impact.

On the one had, this sort of claim reminds me a bit of Steven Johnson’s “adjacent possible,” an idea that certain networks, ideas, and materials need to be in place in order for an idea to take root. Often, as he points out with Charles Babbage’s  “computer,” an idea that is ahead of its time dies out. It needs to still be in stage of possibility, but such a possibility must be “adjacent” to the present and the local.

But the role of labels, as Gitelman details, provides an interesting complication. As she writes, “The label is a vital cultural nexus, a point where producers meet consumers, where owners meet spectators, where novelty and originality enter the commonplace of the market and commodities perform” (151). I want to spend some time with this idea.

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