16 Aralık 2019 Pazartesi

The Black, Gray, White and Purple Of My Life

i am ace "I am ace" written under a picture of attraction layer cube
This text includes discussions of sexuality and mentions of sex, genitals, porn and descriptions of discomfort associated with them.

Black

At the dawn of my puberty, feelings I have not yet encountered entered my heart. Girls' bodies were now kind of different to look at. An incredible urge to look at them, perhaps even touch. Never understood what that feeling is exactly.
Years later, it is still an unknowable dark hole.
Well, not entirely accurate. I am conceptually aware what that is, it is a feeling I am supposed to have. The feeling every other kid is supposed to have...
Why then it is still so weird? A complete dark hole.
Women are so pretty, always feels nice to hold hands, to give and receive headpats, to be physically close,  to snuggle, to kiss, to feel each other's bodies, to sleep together...
But between legs? A complete dark hole.
Penis is much more even so, presumably heightened by dysphoria. Everything about them is so weird. Why would anyone touch them, or insert them in their bodies? Or desire the liquids that come out from them. Salty, people say. No, I only feel the stench.
Just a sweaty, smelly, sticky, scary dark hole.

Gray

Why scary? I do not hate sex. I did not have a trauma causing an aversion. But my understanding is just like an academic textbook: Coldly describing as a physical act, as a social relationship, as a literary trope, something provenly exist, yet remains mysterious, as it can't be experienced first hand.
Like a gray recording of an alien sighting by an old camera.
Yet, like aliens, it lives vividly in imagination. And, like aliens, sex is something too otherworldy, it is not part of my dream world. Scarlet of romance, rose of passion, icy blue of future, orange of connection, forest green of joy, even lavender of fetishes but... no sex.
Presumably it could be brown, white, pink and red but in my world... it is just gray.
Why do I have a sex drive? Wood in the cold, wet, rusty stove. It would be more useful anywhere else. As it is, it just feels rotten, uncomfortable. But also wasteful and broken, the stove might be fixed with some work, the wood might be warmed up with some effort. If I tried harder, I feel, I could light the fire. And with the warmth of romance, there seems to be something close to an ember. That makes me feel guilty even more. I am not trying hard enough.
As it is, only smoke comes up, a feeble, gray smoke.
For years, I have put up a massive facade to prove my masculinity but even something beyond that. I joked about bedding people, constantly roasted other boys and got roasted by them with "gay", "masturbated", cared about size of my junk, had a giant stash of porn my friend gave me, long expected to marry one day and have kids. Because that's just you do, as a boy. But also, I still had this connection, a connection that have always haunted me.
An ash-gray thread that's too thin to follow, but too strong to tear. A gray-asexual I am.

White

I wish when I saw a picture of an attractive woman I had Proper feelings of a woman-loving-woman. That rushing feeling of desire I am sensing in most people. It is impossible not to sense this. A secret party you are not invited to, but one so massive that it is impossible not to detect, one I am casually expected to be part of, and something feels off that I am actually not. It is impossible to not feel like something is missing about me.
Some parts are left blank on my character sheet, a white empty space.
I wish I was an adequate partner. My lovers tell me this is not a problem. That might be correct too, since they have met and took a liking in me as a shapeless internet being. They could also have other partners for that stuff. Yet, it is impossible not to feel like I am depriving of feelings they could have with me, and that they have to tolerate something lesser to be able to form a bond with me. Certainly, many thinks what seperates friend from a partner is sex. The trejectory any and all relationships go to. The peak of human connection. The event that consummates the marriage. And look at me, a virgin complaining about sex. Even if I looked pretty, most other people would flat out fulfill my lovers' needs better, someone who is not a weirdo. This is just something I always have to live with, something that always hits on my face, something that always leaves a shadow behind me.
A blinding white light I can never escape from.
Most animals want sex  And for more social ones, it fulfills needs and desires beyond procreation. The omnipresensce of sex cannot be explained with such innocent causes however, it developed as a part of ideology of the capitalist society, namely, the sex as the core truth of an individual. A human is not a true person unless they define themselves and act through a sexuality, so that they can be optimized for a productive heterosexuality. Not as mere partner preferences: but body parts, brain, apperance,  healthcare, adulthood, gender, personality, legal placement, and all of the activities which might possibly seen as sexual. To be openly "asexual" then, is to reject this optimization, and so, define yourself as less then a full person. This is much more than self-identification: To be nude is to be sexual, unless you are a medical subject or a criminal. Insufficiently attractive cis women and effeminate cis men are deemed asexual unless they can conform into being regular heterosexual agents. Trans people are in a more interesting situation, they are being repressed into stop their transition, but also the transition itself is pipelined into a fetishized and medicilized process to acieve heterosexuality. Trans people who fail at both are rendered inhuman, asexual creatures. An asexual trans woman is then, a true eldritch horror of this societyç
The same horror a white guy with a white face and a white coat in the white building feels when he is talking about how hormones may decrease your libido.
Having a marginalized sexual identity is to be excluded from having an essence, and lacking an essence is to be a soul deprived of a body. Endlessly searching for a body, we fight against ourselves, and everyone else to fit in one. We fight, because to canonize ourselves in the society,  we are expected to give up our agency. The language of validating an identity ofen emphasizes past lives, trauma, workings of nature and fate while denying an identity emphazises actions, choices, vanity and re-identification along the lines of former. "You are not [label], it's just [verb], real [label] have [painful condition]" and "[label] is [description of vain action], you are actually [another label] but just [verb]" are ever-present sentences in the Discourse. Even communities who push back against open essentialism does not escape this. Trans communities are positive towards self indentification for example, but the collective trans identity is still heavily centered around medical processes and destined-by-the-stars narrative. So called "micro-labels" can also be see in this light: Many of us feel that our experiences are not relevant unless we can catalouge them in detail and naturalize them into time-transcendent capsules. I myself contexualized my asexuality the same way in this very text!  But the backslash against them is even more indicative of an essentialist thinking: Why would anyone be riled up at words that presents no harm to them and makes the people who use it happy? It always comes down to what is a "real identity", what is a core truth, something that can be traced back to a documented pain, a productive purpose of existence, the established scientific and political language, and most importantly; brain wires. While this behaviour can certainly escalate intro bigorty, I can relate to this desire, the desire to have a stable place in a society.
Essentialism is a sweet white sugar, white as the light shining on Foucault's bald head.

Purple

How much of our agency it's worth to destroy to fit in? As painful as wondering aimlessly can be, trying to squeeze in to something I am not would be much more painful. I am just a sex-averse weirdo and there is that. Sure, it is often quite alieanating, but I have pretended someone I am not for way too long, and it is a mistake I won't do again, especially not so that my life can be appopriated for some reactionary narrative on sexuality.
I have embraced my eternal ethereal existence, flying in a lonely purple heaven, sometimes scary, but sometimes oddly pleasant.
Pleasant, yes. Let people treat me like an alien, I will also welcome them as such. Let the light of expectations tries to blind me, I will turn my past to an umbrella that will protect me. Let I be the wrong kind of sapphic woman, my partners love me, they love me for who I am. Let people call me incel, my lovers yearn for my touch.
My fire might be feeble, but when it can be lit, it has pretty purple flames.
This might seem like narcissism, but I have really felt I have been free of a burden I have been carrying so long. It's the exactly same feeling I have felt discovering my gender. It didn't "obscure my identity" like some believes, on the contrary, I have at peace with my love of women as I haven't been before. I am still very insecure, but I am aware that I don't have to be, I can be confident too and it is thanks to people talking about things and people giving names to experiences like me.
I am a colorless, boring plant, but with enough care I can have cute purple flowers.
It hurts not having one, but I don't need a core truth for myself. I don't need to use my insecurities as a foundation, I don't need to find a medical condition to make this more legitimate.. Something about my birth, something I saw, or just an aversion, it doesn't matter. If I change in the future, the feelings I have now won't lose any worth. This is not a report of a blood test. This is my story, with all of its troubles and wonders. I am just some kind of asexual.
It is my black, gray, white and purple of my life.

This article is written thanks to my dearest Patrons and special thanks to: Acelin, Alexandra Morgan, Laura Watson, MasterofCubes, Makkovar, Otakundead and Spencer Gill.

 

7 Aralık 2019 Cumartesi

How Many Pokémon Does Pokémon Need?

The eight generation of Pokémon games Pokémon Sword/Pokémon Shield(2019, SwSh for short) made the volcano-erupting decision of not having National Dex, which means no Pokémon(mon for short) transfer from older games, but also -- for the time being --  they will certainly not implement all of the older mon for this generation in any way.  Hardware limitations, and the realities of game development makes this a foregone conclusion. Examining the paterns of large game development, a project like this is usually granted only three years at maxiumum, and such projects are usually considered a loss by the executives, even when they bring good money. Since Pokémon is an already cash-cow franchaise with a pretty solid fan base and hard to ruin formula, there is very little incentive for them to grant money just to have largest number of Pokémon possible. Also, how many people actively transfer their mons in the first place? We can bring personal anectodes all day, but the dev team clearly decided that it's not popular enough to warrant further development. Such decisions happen all the time in game dev, it feels bad when it happens, but no game cannot reasonably cater to every niche, and yes, absolutely needing to have every Pokémon is a niche demand, especially considering the series' immense customer base who is just looking out a casual, relaxing game to play on the go or as a gift to kids. Furthermore, even if they have been granted abundant budget and time for the development of titles with increasingly growing number of mons, that just means more and more months of stressful labor for the workers. Even on the hypothetical of introducing new mons very slowly, their projects would still grow bigger and bigger, leaving no time for Game Freak to develop anything other than Pokémon. Lastly, bigger projects with bigger budgets do not often result in better creations, on the contrary, it adds more maangement issues, which game companies are bad at by a overwhelming majority. They can postpone the issue, for several generations perhaps, but there needed to be a culling at some point. And it's actually better that it happened now, as there would be even more mon to left behind later, and the game can have larger percentage of all Pokémon while still retaining a reasonable number.
[caption id="attachment_1587" align="alignnone" width="960"]all gen 7 pokemon All pokemon up to gen 7[/caption]However, even if devs had the license to do literally as they desire, putting all the mons for the sake of having all of the would not be good. Too much stuff in a game can result in conflicting, confusing, redundant design that overwhelms the player. This happens in narrative too, a story can have too many characters; too many plot arcs; too much tension, too much prose... More does not always mean better. In a good monster-collection game, there needs to be enough mons to make diverse teams, face various enemies, seeing a variety of new mons for each area in the game, and from the perspective of "collecting them all", there needs to be enough so that a player needs to actively focus on catching to not miss them. However, after a certain point, the amount of mons of starts to become a hinderance. The effort to create memorable mons and make each of them exicting to carry around becomes more difficult as when there are too many mons gives diminishing returns. In short, "How many mons"  is an important and interesting question to any mon-collecting game.
But how did the series answer this? For the most part, with grace:
  • Even with limited colors and pixels, Pokémon designs have always been distinct: The designs routinely shift between cute and edgy, cool and goofy, majestic and down-to-earth, familiar and strange; quickly creating a lasting first impression.
  • There are a lot of variation for player's liking: typing, stats, moves etc.
  • Lots of different catching experiences: fishing, Safari, catching legendary mons etc
  • The game encourages the player to catch more by creating obstacles and giving out items as reward (ex. needing mons to use moves like Surf and Fly,  rewards for catching certain amount of mon)
  • Exploration is rewarded with new mons, such as getting Eevee from a relatively hidden entrance of a building.
Pokémon got only stronger in those aspects in each iteration, the games have always been vibrant, filled with life and nailed the vibe of spending time with your pes. However, even in its early days, there were looming issues that were going to create trouble when as series progressed.

Redundancy

Let's use a certain group of Grass types as examples. The 1st gen introduced Bellsprout and Oddish lines. These two Pokémon have quite a few similarities:
  • Both are Poison-Grass types found in early game
  • They have nearly identical movesets
  • Both evolve with a Leaf Stone in third stage
  • Victrebell has higher base stat total but that becomes equal in later games.
  • Victrebell has a strong move called Wrap, which becomes trivial in later games.
  • Bellsprout line is faster and stronger, both more frail.
  • Oddish line is bulkier and slower
  • In gen 1, Bellsprout line is somewhat better, but in later generations Victrebell's speed became more and more lacking for being in a proper fast attacker, and thus Vileplume has became a little bit more useful overall.
  • Thankfully Victrebell posseses a distinguishable physical attack stat which became useful in later generations and even gained swallowing moves as fun gimmicks, so they have eventually became nearly equally powerful, but still distinct.
The first gen dodges, for the most part, the redundancy problem with having those two lines version exclusives but still has issues which would worsen as series move on.
  • Both Bellsprout and Oddish lines are weaker than Bulbasaur line, which has not only has the edge of being a starter, and also are better than them in literally every single way.
  • Gen 2 adds weather meachanics, and some mons are designed to take advantage of Sun. All Grass types can learn Solarbeam, a strong move that normally requires a turn to setup but harsh sunlight weather bypasses that. There are also moves like Morning Sun which gets more powerful in sunlight, both Oddish and Bellsprout lines can learn them.
  • 2nd gen also adds Sunkern line, which is weaker than both of them by a great margin.
  • Oddish line gains Bellosom as a distinctly sun-oriented mon, but it actually has very little to seperate from Vileplume aside from the fact that it's somewhat worse with worse distrubited stats and lack of a Poison type.
  • Gen 3 introduces Pokémon abilities, and so, super majority of Grass types which are not starters now has Chlorophyll, making them faster in Sunlight. This is actually a huge blow to our fellow sun-themed mons. On the other hand, Gen 3 also finally saw a number of more unique Grass-types like Shroomish line.
  • Gen 4 introduced more Chlorophyll mons, notable in the form of Roserade which is one again better than the turnip and the bell.
  • Notable in Gen 5 is Lilligant, which is very close to Bellosom in design and role but straight up better.
  • Bulbasaur line gets Chlorophyll in Gen 5 and a Mega evolution in Gen 6, because why not, just add more salt to the wound.
  • At least, they have chilled on adding more sun sweeper Grass-types in the end, probably realising too much is too much.
it usually does not get as bad as this case for most other Pokémon, but the core issue remains. For example, early-game birds all have their own quirks, but how many can reside in the same game without feeling redundant?
this is not to argue from the perspective of a specific metagame or way to play a game, but rather when pokemon with very similar niches are in the same game, some just won't get as much as attention as others. it becomes harder to incentivize using a pokemon and makes obtaining them not exiciting as they can be, especially as power creep becomes more and more appearent. Even if, let's say, someone wants to have a full grass type team, they would want to have pokemon that does different things. Vileplume, Victrebeel and a host of similar mon just does not differentiate enough, the games so far does not give you a reason to look after a Sunflora, besides the fact that you just want to have that mon in particular.
Developers must have caught the wind of this problem early. Version exclusivity(the issues with them aside) is a way to keep mons from steal spotlight from each other. Bellsprout and Oddish lines are such in Red/Green/Blue/Yellow(1995-1996). Second gen games integrated the old gen as much as they could, but third gen games flat out did not allow you to transfer from older games. Implementation hurdles were the official reason, but it is not implausable to think that perhaps "let's not steal attention from a brand new batch of Pokémon" was also a motivator. Instead, most older pokemon were relegated to remakes of the first gen games. Even with larger obtainable mon count in Emerald(2004), the attention was firmly given to third gen games. Fifth gen games Black/White(2010) also put some restrictions, it did not allow the player use anything besides the newest mons until post-game; so the players enjoyed a large batch of new Pokemon without conflicting desires of carrying old favourites around. Fourth, sixth and seventh gen games freely mixed old and the new, but as a cost, amount of new mons stayed somewhat low, most notable being only 81 in Pokémon X/Y(2013). These gen games usually gave a new spin to old mons to keep them fresh, with new evolutions and  regional variants.
It's good that SwSh is as it is right now, the redundancy problem is lessened significantly in that game. Yet this alone does not eliminate the issue, especially for future titles.
[caption id="attachment_1589" align="alignnone" width="500"]bellsprout oddish exeggute belsprout, oddish and exeggute are dancing[/caption]

Evolutions

As a core aspect of Pokémon, evolution is important to consider in "total mon number",  If done right, it makes the mon growing alongside in your journey all the more exicting, if done wrong, it means lots of dev work that brings little to the game.
Three-stage evolution is good for mons whom player encounters early, two-stage is good for middle game or mon who develops early, one-stage is good for strong or mysterious pokemon. It can be a story unto itself too, such as feeble Magikarp turning into the terrific Gyarados with great patience and perseverence.  Different evolutionary branches from one Pokémon is a very economic way to add biodiversity. Clamperl can evolve into two mons with contrasting roles. Evolving Nincada is even a better example, it gives two completely different mons at once. They can also add neccesary power to old lines, mons like Honckrow and Togekiss. Different methods of evolution, even when they are somewhat of a hassle, can bring a unique flavor to Pokémon.
On the flip side, certain implementations can prove truly problematic. Think of mons like Metapod or Kakuna, whose sole duty is to be cocoons for the baby bugs. They are relevant for only a couple of levels, which often amounts to a single area of the game, and are not even that exciting to use in the meantime. GF later addressed this by not having such passive Pokémon as middle stages, even cocoon-like mons are usable and spend a meaningful time in that stage. Even so, when devs decide to add Caterpie line, Metapod needs to come too, the legacy design always bringing devs more busywork.
No legacy design must cause more problems than Nidoran line though. Two Nidoran lines share movepools and abilities. Nidoking and Nideoqueen are just distinct enough to avoid redundancy, but the former stages are not. Meaning adding them, just always means adding 4 extremely similar mon. This is the stuff that goes into the overall count, having to account blocks of pokemon makes the question "Is this line is coming to next game" would be honestly content with a single, generic line of Nidoran that branches into two paths (perhaps justified by a regional form), but that does not seem something devs would ever do.
Sometimes, a pokemon can have too many stages. Especially when mon does not really get propotionally stronger, or not even reaching 100+ in any of its base stats.  Fifth gen in particular a bit got carried too much when it came to three stage evolutions. Even as a huge fan of Vaniluxe, I can say that it probably does not really need three stages. This issue was also addressed in later games, evolutionary lines are given considerably sparingly, turns out two stages are usually just ideal most of the time. Alas, this does not mean mostly forgettable middle stages of past lines stop being an issue.
In some cases, three-stage evolutions can be encountered too late, and getting fully-evolved mons can feel like pure grind without any sense of journey or wonder. The worst example could be Beldum line in Ruby/Sapphire/Emerald. It is obtained at level 5, and is quite tough to level up. You only get the mon post-champion, which means every fight worth having has mon at level 50+, making Metang useless too. Thankfully, Metagross is quite powerful, but I don't think anything would feel amiss if it was just a single-stage evolution.
Still, no Pokémon creates pure busy work as baby Pokémon does, mon whom are added as pre-evoluions to older mon and are often very weak. They are cute and fit well with the introduction of breeding in their debut generation, but have became quickly redundant in ways few other mon truly are, in multiple ways:
  • Often, the player needs to go out of their way to breed them, with specific items whose sole purpose is to breed these mons. (later they added additonal effects, but not still worth enough to actively pursue)
  • They are too weak and useless even against lowest level wild mons
  • Breeding them does not gain anything new like new moves or abilites, and in old gens it actually made you miss certain moves.
  • Usually mon with baby evolutions are not strong enough to make pre evolution feel meaningful.
  • They can often be evolved pretty instantly which makes the process of having them in the first place, somewhat moot.
  • they often look too similar to their parents and said parents already look pretty cute
the worst among them must be Phione, which might take the prize for the most redundant mon ever:
  • Must be optained by breeding Manhapy, which is not easy to obtain as per mytical Pokémon.
  • It looks extremely similar to Manhapy, so much that one can be easily confused for another if you don't exactly remember.
  • It is not powerless, but it is just a downgraded version of Manhapy, an average Water-type in a world of average Water-types, while you already have Manhapy.
  • It can't be used in any fight where strong legendary mon are banned, as does Manhapy, so it can't enter anywhere the former can't already enter
  • To top it off, it cannot be evolved into Manhapy. Hope you have fun with your discount Manhapy.
I am not against the concept of baby mons. Tyrouge is a good one for example, it's not completely defenseless, and has a function of binding 'Hitmon's together, and is actually looks like a child version of them. Mon like Munchlax and Riolu are alright, but something like Igglypuff is truly perplexing. Actually, all of them are okay themselves, just have them be cute in side games, anime or as merchandise, there is little need for most of them in mainline games. Wynaut provides a good case for this argument. On the on hand, it is just a weak version of Wobbuffet and the latter can be found much easier. On the other hand, it is quite adorable and has an entire secret island dedicated to it. This Pokémon is an eleborate joke, and that's amazing, but the joke is only relevant in RSE. Why not just keep it where it is actually relevant?
Evolutionary stages also overall contribute poorly to enemy variety. There are quite a few fights in series where the opponent just has evolutionary stages of same mon and that is never exciting to face. Even when they are not used in this way, they can be bothersome, for example when trainers have absurdly high-leveled first-stage mons. (Which to be fair, this is an issue with trainer design rather than mons themselves.)
[caption id="attachment_1588" align="alignnone" width="800"]wynaut and wobbuffet family pic of wobbuffet and wynaut[/caption]

Altrenate Formes

More problematic than evolution stages are the different forms of the same mons. Often, a player will likely use or even able to obtain only one form of the mon at the same time, yet they still neeed to be implemented all the same. Some forms are merely cosmetic changes, like Spinda's patterns. Some mons change form with an item or a certain activity, gaining different properties in the process, Rotom's forms for example. Even more complex is when mons change form in-battle, like Castform or Aegislash. Sometimes, the extra work of adding different forms can be equal to just adding two different mons all together. Cosmetic gimmicks are cool and good, but they can just remain in their respective games and not overstay their welcome. Vivilion's wings were special when we saw it for the first timebut not so much today.
Reigonal forms can definitely cause double work. In Sun/Moon, many mons had Alolan forms as well, radically different from their regular forms. However, because people could transfer those old forms, the old forms needed to be implemented too. SwSh did rightfully away with this, and in the future they can be even bolder in giving old spin to new mon without worrying about ever-growing workload.
What about Mega Evolutions? They are functionally just different forms after all. They are certainly impactful(a detailed discussion of Megas is out of this article's scope), while they do justify the work to put them in, they might come in conflict with other mechanics. Consider the Dynamax mechanic in SwSh, would Megas also need seperate Dynamax forms as well, as they are technically the last-stage of a mon? Charizard would need three different Dynamax forms. Wouldn't that overly privilege some Pokemon, even more than it alreaasy does? On the other hand, it would be redundant to have the two mechanics side by side on same mon, likely making the frieshly designed and hyped Max Charizard look weak. The bad thing is, it is even more awkward to just have some Megas but not others, requiring a considerable effort to implement them. As much as leaving them saddens me, that's the right decision overall.

Effort To Raise Pokémon

While the series is amazing at making the player catch monsters, actually using them later is a different story.
A problem in the past entries was that it was quite a chore to make a functioning team. The games are quite stingent on experience points. It's impossible to casually train a team of 6, or even 4 or 5 Pokémon just with fighting trainers as the player goes along, they need to hit the grass and grind, which can take quite a while. While the level cap is 100, getting several mons above level 50 is truly a hurdle. Day Care only mariginally helps with this issue, expecially the fact that it doesn't progress when player is idle. It doesn't help that most newly obtained mon are often quite below where they need it to be useful, on the extreme you have newly hatched mons at level 1. Adding troubles of teaching them cool moves, the chores of breeding, EV training etc. the games makes it daunting to use lots of different Pokémon save for a section of hardcore players who spend a lot of time on it.
The games did also struggled to give players reasons to use different mons. Despite the characters claiming how cool it is to use lots of various Pokémon, the opposite is true. Raising a single mon absolutely breaks the game. Even on speedruns, where the players avoid fighting as much as they can, the single Pokémon they use can easily go over level 50 by the time they are facing Elite Four. Actively raising more than 3 mons brings very little benefit to the player. It does not help that there are always some high-level legendary mons easily available for service.
However, the series got slowly but surely improved on this. First, series started to offer post-game challenges, like Battle Frontier for example. Tough challenges that makes the player engage in mechanics and build a good team. Later, TMs became reusable, breeding mechanics were simplified, EV training became easier, the game started to be more open about its deeper mechanics. Most importantly since the introduction of team-wide Exp Share in XY, extensive cave bootcamps became a history. Building a party finally became a fun activity, like most other RPGs!
The series gradually introduced more non-battle utility and interactions with Pokémon. Certain more are useful at finding items, catching mons, breeding etc. There are various minigames across the series: Contests, Pokémon sports, berry minigames, various modes where players can just play with their mon like pets.
There are still improvements to be made. For example, the opponents can be bolder in challenging the player. Although, their overall design has considerably improved over the years, the fact that they still get obliterated by the starter Pokémon. Raising new wild mons can be encouraged even further by presenting challenges that requires new tactics to overcome. Wild mon levels and variations can be fine-tuned for a better progression. They can bring back walking alongside your mon from Heartgold/Soulsiver, it could be so nice with the improved 3D graphics.
But, it is incredibly hard to hone the game mechanics when there is an ever-growing amount of mons to be accounted for. What's the point of encouraging the player when there are just so mons, so many redundancies that most of them will inevitably left behind? Maintaining pacing, level design and competitive balance, making unique visual designs, creating challenges, creating new battle mechanics, managing conficting aspects would be nightmare. Surely they can just dump all mon into wild areas and opponents without any thinking behind it and call it a day, but that's not peak game design exactly. Even if the devs have limitless resources to put what they want, humans have limited attention and memory span, they can engage with so much content before they are overwhelmed and stop caring. Maybe I am just a corperate shill, but it seems to me that not caring about Pokémon in a Pokémon game is a larger problem to consider than making sure that player will be able to say "I have ALL 900 Pokémon!"

Uncatchables

In Pokémon games, not all of mons are obtainable by in-game means. There are version exclusives, and evolutions which can be only obtained by trade, or doing something which requires online conection.  There are also unique mons or regular mons with unique moves only available via events. In the past, and a signifiscant amount of mons were only available via transfering older games. How much of these Pokémon are truly "in the game?"
From the persective of a single-player experiences, such mons are really "social bonuses", or "extra content packs", the player cannot really engage with these mons in the single-player, at best encountering them as opponents. This was the sole truth for playing alone in the days before "online". However, for "pokedex completion" having friends was not enough, those friends should also intend to complete the game, otherwise multiple hardware and multiple copies of games were always neccesary. That's not enough obviously, the player physically has to be right place and the right time, otherwise say goodbye to those Mythicals. Those requirements got worse as series progressed. Even in these days with online storages, events and methods of cheating; "completing Pokédex" is still expensive and time-consuming chore, especially one starts from ground zero.
There is little engaging about this. It's not even gameplay, just slowly transfering data. Sure, it's fun to use cool mons you have trained in the past but if the issue is just collecting mons, the only satisfaction is to have the boxes filled with many, many Pokémon. Collection for the sake of collection, just to being able to feel like "completed" something, and doing the same thing again and again in the every game?.. Why the series should priortize satisfying this feeling over literally any other concern? Frankly, Pokémon deserves better than just being a dull series that exploits such feelings of us.
And when it comes to "Gotta catch' em all!", this is the first time where players can reasonably achieve this with in-game efforts, provided they have an internet connection. This is actually "catching" mons, you know, playing the game normally, and having fun, and fair to new players also.
For competitive players? A shake-up like this is amazing for any competitive scene. New things to adapt, discover, less mon to leave behind, and more importantly, everyone has the same material to work. No more worrying about the teams with six Arceus'es from the hell dimension against your local-bred teams; what you get is what you got.

So, How Many Pokémon?

How many mons should there be in a new title? Let's compare and contrast titles across generations. We will look into single-player available(S), regional pokedex(R), total(T) (Numbers might not be exact, error margin is like +/-15 probably, counting is hard)
  • Yellow: 137(S), 151(T)
  • Crystal: 222(S), 251(R, T) but has 100 in Pokédex before the credits
  • Emerald: 204(S), 202(R), 386(T)
  • Platinium: 402(S), 210(R), 493(T)
  • White 2: 434(S), 300(R), 694(T)
  • Y: 477(S), 153(R), 721(T)
  • Ultra Moon: 520(S), 403(R), 809(T)
  • Sword: 370(S), 400(R), 436(T), total includes upcoming Pokémon Home transfers
Pay attention to the difference in S and R count in older games. They correspond to number of Pokémon unobtainable until post game. So they are not only irrelevant for most of thecontent of the game, but also often has very unintiutive ways(a video example) of obtaining that just transfering them might be easier.
SwSh on the other hand, has all 370 available no strings attached. Especially considering the arduous development of the game, it is really impressive, still not falling behind most other titles.
400 overall seems like a very good number. If, let's say,  100 new pokemon is added in a new generation, then they can rotuinely select and shift 300 old mons, and if devs avoid excessive favouritism, every upcoming came can have large number of wildly different Pokémon.
SwSh seems to left very positive first impressions on a lot of people and the game indeed seems like it deserves the praise it gets. I hope devs don't back down from the decision of no national dex, it would be truly saddening to future titles lose its vibrancy and fun. Sometimes, less is more.
[caption id="attachment_1590" align="alignnone" width="1200"]alcremie gigantamax Alcremie Gigantamax form[/caption]
This article is written thanks to my dearest Patrons and special thanks to: Acelin, Alexandra Morgan, Laura Watson, MasterofCubes, Makkovar, Otakundead and Spencer Gill.

2 Kasım 2019 Cumartesi

Graphics

n late 2000s and in 2010s, video game graphics have matured tremendously. It has become a rare instance where a professionally developed (regardless of the budget) game is truly off putting to large groups of people. There are easy to access tools to make expressive, appealing visuals for your games; certain quality standards has become more and more accepted. And of course, graphics had always a lower priority compared to a captivating gameplay. When a game is popular on PC for years and years, there is a good chance it's partly due to how friendly the game is to older systems. The enormous triumph of Gameboy and Wii owes to their low graphical capabilites. People still cherish old games, despite, and sometimes because of their old-fashioned graphics. As the average hardware has reached a certaim threshold of power, the limitations to making a game visually presentable has been largely eroded, as a result, computer graphics have surpassed merely being tolerable. Today, they are quite alright, even in the most humble smartphones.
This is an overwhelmingly positive progress, but there is a concerning side effect. Graphics, and visuals as whole has lost some spark. Even game magazines, despite how hyped up they usually are, had lost some of their excitement on this issue over the years. Tech-driven hype, at least on non-VR, non-3D side, has lost steam; due to simply how we perceive visuals: There is an incredible difference in rendering an object with polygons vs 200 polygons, 300 polygons vs 1000 polygons... but 10000 polygons vs 20000 polygons? 30000 polygons? 50000? After a certain count it starts to give diminishing returns. However, I wouldn't say this is the only reason. Rather, I would argue that, in the process of standardization, the industry as a whole actively made visuals less interesting, ironically while trying to chase the glory of the early 2000s. But.. why? For this, let's discuss a game where visuals make me really excited:
Screenshot 2019-05-10 01.11.01
Ori the Blind Forest(2015) is a gorgeous game. A screenshot from any moment of the game is worthy of a physical frame on the wall. From color composition, careful management of lightning and shadows, great cohesion in character designs, background and user interface to the tiniest details in the pixels; the game is filled with awe and wonder, but with a kind that wants to feel the player welcome rather than being overwhelmed. Not only that, it brims with life: The dim lights on the lab,  Ori's own movements, how the game communicates the weather and the mood of the scene with the most subtle changes. One could say that the game is like being in an animated movie, but this is quite an understatement. Rather, it's as if player themselves is directing the animations, creating a whole alternate reality from drawings.
The feelings the visuals achieve to create do not entirely come from images alone. The controls, the sounds, the level design all play the same rhythm with the visuals. The game's difficulty for instance, is just right enough so that, a player can both linger enough in a level enough and savor the visuals for quite a while, but also make the player master the controls so that they can gradually learn to go blazing fast and dominate the landscape. When Ori takes a hit, its brief "ah!" and seconds of flashing red on its body both communicate the pain clearly without being disturbing, telegraph the invincibility frames and show how adorable Ori is at the same time. Many more examples can be given, but it can be seen that the graphics of the game are not just concened with presentation, they are baked in the language of the game. This is what makes the graphics in Ori the Blind Forest truly special, beyond just high fidelity and eye-candy effect.
Games often build a degree connection between their visuals and rest of the game as they develops naturally, but in some cases, it seems that the direction of visuals is actively towards abstracting this connection. Blizzard games certainly feel like this for example. Beginning with Warcraft 3(2002), all of their games started to share an art direction of easy-to-eyes, vibrant, expressive in-game graphics that don't lose too much quality on old system, coupled with highly detailed and photorealistic cutscenes with a slight cartoony streak which again, saves them from being dated. It is a very succesful style; very easy to make it distinct, appealing, and to maintain compared to pure photorealism, easily surpass most low-budgeted cartoony styles in polish, creates an easily distinguishable brand without needing to be unique, and adaptable to nearly anything. It is too successful for it's own good, it feels like a pretty package for the game, doesn't really add to it; negative or positively. Despite all of its glitter, the art direction in those games is lackluster when it comes to conveying emotion and character on its own, instead either relying on widely recognizable visual tropes or dazzling the players with excessive detail in cutscenes. Blizzard visuals always impress me for a short while, then it makes me feel there is something missing, a thing that a game like Bloodborne(2015), Celeste(2018) or even a game like Super Meat Boy(2010) has.
Isn't this at least a little vain? Seasoned programmers and artists working hundreds of hours with the most proffesional equipment, creating software for computers with the most powerful graphical processing unit and copious amount of memory space, so that we can see the our protagonist'sbody hair waving in the wind in our video game. A huge achievement for the research field, but in practice, all it achieves is to mildly impress people in trailers and have the same function as the graphics of Fortnite(2017), filling the basic duties of visuals, and carry little personality of their own. And among visual styles, photorealism perhaps has been misused the most this way.
uncharted beard a close up beard shot from Uncharted 4[/caption]First, let's establish what 'photorealism' is. It is not just when a game tries to be life-like. A game can be realistic, i.e. visual objects can feel like they have a tangible existence. However a gameWs art direction can be both realistic and stylized. For instance, Gone Home(2013) is rather down to earth with it is visuals, but has a cartoony feel that is not concerned too much with fidelity. Photorealism however, takes being "real" to its conclusion, its aim is to look like a as if recorded in a camera in a real life, a scene from the game looking like a photograph or a moment from a live-action movie. Looking realistic was a goal for video game graphics as old as graphics themselves, but photorealism only became feasible after technology has been developed to a certain point. Though there are earlier attempts of photorealism, notably with Full Motion Videos, it really became a thing in late 2000s when games slowly figured out how to look realistic in close detail without drenching themselves in brown. Then it evolved to its point of today, where we can savor the player character's body hair, every milimeter of dirt on their armor, the smallest detail on the guns with their full glory.
What does this exactly achieve? Well, it can put them ahead in competition, provides a good justification for sequels, looks cool in trailers, gives an incentive for updating game systems, serves as tech demos. What about the game itself? Despite how strict and demanding the style is,  it is often treated as default for a big action game, with actual questionable improvement of the game's experience. As much as I have criticized Blizzard graphics, they are at least indeed pleasant-looking and recognizable. Photorealism is not only at the mercy of the hardware but also it can only look nice and impressive as the scenes it is imitating from real life. A water stream, a garden, sun rising behind mountains can be made truly awesome, but muddy soliders or gray apartment blocks? What does being able to see every little detail provides us?  A game can have a gritty, broody or scary tone without photorealism. Telltale Walking Dead(2013-2019) games are serious and filled with gore as they can be without being over-the-top, yet they are cel-shaded, and this allows the games to depict visuals as detailed as they need while being cost effective and being able to have more control over the visual tone.
What does photorealism truly achieves is have precious moments from the game that truly looks like movies. A real oportunity for the PRESTIGE. Look at Last of Us(2013), Red Dead Redemption 2(2019) or Call of Duty: Modern Warfare(2019), how truly GREAT they are. I am not entirely ironic here, such games have truly impressive moments. However, those moments are fleeting; because in the end, a game not trying to look like a game is a desperate fight against itself, only in brief shots and cutscenes I get to have that "wow" effect. This creates a conflict between the gameplay and the visuals, and it's usually what this makes such graphics actually off-putting to me. The fact that gameplay systems did not have a drastic change over the years only excerbates this: One second there is a cutscene with faces with perfect motion capture, on the other there is an enemy who absorbs very real-looking bullets from a very real-looking gun like a sponge, barely even twitching its very real-looking body. Same guns, same covers, same skill trees, same stealth, same level design; all at least near two decades old.  Those gameplay systems were designed with the graphics of it's day. FPS pioneers were maze games, jumping became more pronounced in those games as 3D spaces expended vertically.  Then, as the graphic power increased, the gameplay become slower and in more cramped spaces to show show the objects in detail. But towards mid 2000s,  the gameplay systems which proved their merit just reused again and again while graphics evolved. That is perfectly fine in itself, but photorealism does not forgive such stagnation. Red Dead Redempton 2 goes extra mile to make everything "naturalistic" as possible, but because it conflicts with the fundemental game systems underneath, it can feel even more artificial at times.
All that being said, photorealism is just a style, and can be used well. Until Dawn(2015) is an apt example. The game goes out of its way to mimic horror movies. Its limited interaction helps to maintain the movie-like feel, photorealistic visuals feel meaningful and build the identity of the gaöe. The appeal of racing games often comes from the extreme detail on the cars coupled with precise physics engines, they exist to be car porns. However debatable its success is, L.A. Noire(2011) at least tries to use its motion capture technology in the gameplay. All of these examples prove that truly good visuals are the ones in harmony with other elements of the game.
Graphics matter. They posses an incredible power to shape our games., both for good and bad. And so much effort goes into creating them, they are major reason for crunches, bloating budgets, delays, two-digit gigabyte patches. Graphics don't have to be amazing, some games don't have any graphics at all, but if we are putting so much effort into them, They deserve better than to be "fine" with occasional "screenshot-worthy" moments. The technology we have can be much more than just more blood for the altar of marketing, it can provide us with truly special experiences, like Ori.
This article is written thanks to my dearest Patrons and special thanks to: Acelin, Alexandra Morgan, Laura Watson, MasterofCubes, Makkovar, Otakundead and Spencer Gill.

4 Eylül 2019 Çarşamba

Tyranny of The Masterpiece


Tyranny of The Masterpiece

I love The Room(2003) a lot. The alien world presented in a late 90s city aesthetic, the way Johnny becomes alive in the screen, the daring sex scenes, the impeccable dialogue, the naturalistic scenes, how the dramatic music is juxtaposed with everything else, and all the other small details create a magnificent experience we will perhaps be able to see only in this movie. I usually can’t remember movie quotes, even after watching them several times, but the dialogue in this movie is very easy to remember despite how mundane the conversations often are. The combination of the great dialogue and bizzare visuals create many, many perfectly memorable scenes. Whether it’s the small talk in the flower shop, two guys throwing a ball at each other in a weak attempt to replicate how humans actually play sports, Johnny throwing the plastic bottle to the floor, the sex scenes which manage to erase all the sexual tension from the movie; all scenes bring their unique flavor while also building up to a unified tone. The acting undoubtedly play a huge part in this. When you pick apart scene by scene, most of the acting is — albeit filled with golden moments — nothing legendary on its own; but together they all contribute to the otherworldly, surreal feeling that’s present in every shot of the movie. Of course, Tommy himself dominates pretty much every scene he is in, creating all the memetic scenes we love. For me it’s more than “weird funny speaking”, it doesn’t really make me burst out laughing, but rather I am simply amazed at the character that comes alive in Johnny’s acting. It is a truly brilliant performance, had Johnny been “just himself” or tried to act more restrained it would not be the same way. The end result is as it is right now only because he really wanted to act as a nice person who got inexplicably betrayed by his lover. As video creator Hbomberguy puts it in his video (link), the movie is an honest representation of the way misogyny operates in how cis straight men view relationships. Had movie been more “competent” in certain ways, for example had it succeeded to connect people with Johnny as a unjustly wronged man, it would be actually a worse movie. It would speak to many guys who “can’t just understand women”, and criticisms of such a depiction would be regarded as cynical. I can pratcially hear people saying  “Are you saying men don’t get betrayed or what?” and feeling really smart about it. By being “worse”, it’s much more wholesome, bizzare, memorable experience that is also a honest examination of men-women relationships and much easier to dissect without someone feeling like being insulted. Dare I say, The Room is a “good” movie.

room multiple jonnys
Multiple copy-pasted Johnny’s throwing the bottle at the roof scene
Now, someone (which I admit to exaggerate for the sake of argument) might say:
Great art is a product of great minds. And art is essentially a transmission of ideas and emotions from the creator towards the audience. A work of art consists of two things: Intent, the underlying concepts, themes, the premise etc, and the execution: the way creator transmits the intent. So, if the intent is great and it is communicated well, then the the work is good and creator is talented. If you happen to enjoy something in any other combination, then it’s just bad art you like, accidentally.
A more accurate model of art would be someone shouting poetry they wrote a while ago, but now does not fully remember to a stranger across a busting, crowded street. Perhaps the listener doesn’t know the language, perhaps they can’t even hear at all. Perhaps there is a music playing. Perhaps, there are two people having a heated argument. If the “poem” is to be alive as an artwork and not mere ink splattered on paper, the street itself and the condition of the listener are as important as what the poet wrote and how they are shouting it. A unintenional interpretation is never true accidents in the vein of forgetting to save your file or putting wrong laundry to the washing machine, people will always hear things in the ways you did not intend. On the process of the creation, far it be from the flawless plans, or — even worse — whimsical inspirations of great minds, decisions are often made on coincidences, the particular mood of creators, compromises on not only with resources at hand, but with team members and one’s very own conflicting opinions. After many hours of meticulous planning, careful execution, discussions and retakes; they all fail, as art is human, that’s what art makes so special [1]. They are not computer programs that are expected to give predictable output, where unexpected result is to be simply cast aside as error.
Speaking of computer programs, despite being built on them, in video games the mistakes of the machine themselves become genuine expressions. In Pokémon(1995-2018+) series, there are “X Items” which increase a certain stat of a ‘mon by certain amount during the battles. In Pokémon: Red/Green/Blue/Yellow(1995-1998) games, instead of raising the value, X accuracy simply removed the check for accuracy. This mistake did not result in an inferior game overall, many simply did not care enough for X items and for others, it was an opportunity for new strategies. Its existence brings a legitimate question about the place of move accuracy in the design: As the later installments brought more and more ways to deal with the accuracy, removing the accuracy check outright proved to be the most popular method. However, one can also make the argument that getting rid of accuracy too easily would take the risk from using poweful moves, remove the thrill that chance factor provides, and make certain mechanics like sleeping even more broken, so a balance is necessary. Perhaps then, the glitch isn’t necessarily inferior, but also neither reveals a fatal flaw; instead it creates a different and equally valuable experience. In video games, this phenomena happens all the time(link), even in works which aren’t (in)famous for its bugs, it’s not always easy to differentiate oversights from “intended features”, and it’s not rare to see glitches later being adopted as “true mechanics” by the developers.  In “Are video games art?” discourse people often brought examples of games which held as brilliant creations; but for me something like out-of-bounds glitch is precisely what makes video games so unique, complex, messy and human, like what art is at its core…
I can hear a certain objection:
If we have it your way, then we can’t differentiate between a picture made with effort and dye poured over paper or random outputs from a computer. You imply that skill or effort isn’t relevant.
Creators should not limit our personal relationship with art, but this doesn’t really imply we need to treat art like something which sprung the existence out of thin air. All works carry a part of their creator, accepting author as “dead” does not contradict this. Rather, it’s a natural conclusion of this thought, the meta context does not rule over my experience, but rather becomes subservient to it. Definitely, what makes The Room what it is now is deeply connected to who Johnny Viseau is and the fact that he wanted to make a drama movie. Enjoying the movie as an anonymous comedy flick is also perfectly fine, but to me, this context makes it all better. Best art truly comes from what’s deeply personal, and The Room is a “mistake” that was born from the depths of a man’s heart, and shaped with the honest effort of the cast. This separates it from creations which are “deliberately bad” or “random”, even as parodies, they sometimes succumb to feel cold. A good example are the games whose wacky glitches were the main appeal are funny, they often don’t have the charm and the lasting appeal of bugs in Elder Scrolls 4: Oblivion(2006), as they are in a context where they transcend being mere accidents. Trainwrecks can be interesting to look at, but they eventually need to be cleaned up; artistic media is on the other hand is meaningful with its failures as much as its successes.
Bioshock Infinite(2013) is a game that I don’t have many positive feelings about. It is too fast and frantic, wastes its own setup for a less interesting conclusion, somewhat emotionally empty, overall vastly inferior to Bioshock 2(2010). Yet, Bioshock Infinite is certainly competent. The creators were excellent at tension escelation, creating an alive city, using visuals to struck the player in awe while indulging in relentless gore, the music, the character writing, the voice acting, the controls, the guns, the machines, the cinematography of cutscenes… and many more little things. And this isn’t merely a matter of opinion, they are just able to hit certain notes for a certain player base. There  isn’t too much magic to it, just hard work and experience. Popular things are popular because they are competent. However… doesn’t this refute me? If there is a reliable metric for art to create a range of feedback from a range of groups of audience, then what I am rambling about here? Then, there is a merit to this random quote[2] from Twitter:
“…. there is no GOOD fantasy literature. There is fantasy literature you LIKE, and that’s great, I’m not saying that’s wrong…”
In similar vein, maybe I am just wrong about Bioshock Infinite? Maybe people are wrong about liking trash? Maybe endless debates between music genres are meaningful? I might just have the wrong mood or mindset, or my tastes might not be trained enough to appreciate good art? I mean, classics are classics for good reason, after all…
No.
First of all, “skill” cannot be isolated from the context which art resides. From today’s perspective, Half-Life(1997)’s complete rejection of cutscenes, at times excessive dedication to leave the player on their own, tight first-person platform sequences feels outlandish. Especially US military not only being depicted as an antagonist but doing so in a manner that’s eerily accurate to its real life behavior seems downright absurd for a big budget game of today, but yet it was the state-of-the-art PC game of its year. In 1997, it was the next stage for FPS games and 3D engines. If the same exact game has been released in 2007; it would be seen as outdated, unprofessional, lacking of content, perhaps controversial for its portrayal. In 2017, it would be seen as an avant garde indie project, a call back to the past, and most likely too “sjw” for some. In all cases, audience are certainly different, but developers have exact skill for level design, 3D modeling, sound design and writing, and for the sake of argument, same mindset. Even so, a “Half Life” of 1997, 2007 and 2017 would still be not the same games. They have the same pixels but they point to different people, a different world, a different time, a different existence. The fact that even marginal differences in time, place, socioecological background, life experiences, beliefs, momentary mood, art viewing habits, the platform which art is being viewed by and other many minor hard to predict elements all not only influence how people judge the quality but also shape the very existence of art in society in the first place makes it very daunting — I would say, impossible — to find metrics for judge the whatever true goals art should exists for, unless we just decide — as people who try to define rules for art often do — the people who experience art is completely irrelevant to this discussion.
Even if we could find an objective — or inclusive enough — mission for art, it would mean nothing, because all it achieves is to make people enjoy art less. “This isn’t good but I really like it.”, “I just enjoy trash sometimes”, “I like this more but I just have a bad taste.”, “You may not like this, but it’s still very important.” are some of the phrases I commonly encounter. (Often in jest, but just as commonly with full sincerely). Adding (however subtle) social pressure to keep art from the person only scrubs all meaning from it. Instead of being transgressive, de-personalized art is a tool of conformity. Instead of being the voice of the silenced, it becomes a tool of propaganda for status-quo. Instead of personal catharsis, it exists as source of pre-approved thoughts and feelings. Before gaining the heart of the reader, de-personalized art aims for “higher”, more prestige, more numbers, more approval… Any kind of set standards stop improving art and instead art becomes a mere tool to reproduce these standards. Obviously, art cannot become truly de-personalized, so what I am talking is hypothetical; but the idea of what art means for mere individuals is a secondary concern was and is a quite a common opinion. Aristocrats, radical thinkers, many academics, the Church and stakeholders of  intellectual properties all love their standards, their values, their rules, their “refined taste”, they all contempt  “trivial”, “unambitious, “lazy”, “shallow”, “mediocre” art.
The words  “good” or “bad” are extremely loaded when it comes to media. If they were only easy shorthands for a group of personally chosen metrics, something like “I liked the bad movie” would be entirely fine. Unfortunately, there is definitely a collective crutch to our relationship with media, if we weren’t so obsessed to separate “great” art from others, then why there are so much content about praising extremely popular media and drag-down hated ones? The moment a person starts to be slightly conscious about media, they have a chance to bow to the tyranny of the masterpiece, where “I liked the movie because it had cool special FX” is no longer an acceptable take, now it must be “groundbreaking”, “classic”, “meaningful”, “important”. So, “bad art” now instead describes the opposite: “wretched”, “cheap”,” lazy”, “immoral”, but still “great” in the opposite the way. “Liking trash” is a powerful phrase because not only one makes it clear that they share the same values on which metrics make a work of art great, but it also saves oneself from the greatest curse of all: Mediocrity!
In most contexts, “mediocre” really seems to be worst insult for a work of art. “Forgettable”, “lackluster”, “not a masterpiece”, “flawed”, “average”, the opposite of “great”, art which is blamed to a serve no purpose other than itself. “Mediocre” art comes in two flavors: The first kind is “derivative” and “safe” one, it does not challenge the audience enough, often “done for cash”. The second is “failed experiments”, it challenges the audience too much, too “unfamiliar”, “interesting but unpolished”. Either way, they fail at being “great”. Here, it’s assumed that money is merely something keeps art from reaching it’s “true” purpose, but marketability, or simply getting a paycheck, is just another external goal, like spreading propaganda, honoring your commisoner sultan, playing an instrument to be cool and attractive or doimg calligraphy because that just what your family has always did. And a lot of popular “mediocre” media is excellent at being marketable, it takes serious skill to depict realistic issues while avoiding saying anything controversial about them, to use flashy parts to keep the audience from thinking too much about details, landing a edgy but still family-friendly and uncontroversial humor, coming up with witty quotes, memorable shots, cool merchandise-friendly designs while consistently maintaining a certain degree of fun. Sure, popularity isn’t an indicator of merit, it’s mostly an indicator of advertising power and luck, but the content still needs to be advertisable. In that way Marvel movies are skilled, competent, “objectively good” art; in the way a more flawed older superhero movie is not. Prioritizing standards over personal connection will not only encourage conformism among the audience, but creators as well. This is true for the designs of the beautiful mosques of certain periods, explicitly mission-oriented art movements and the commodification of art alike, the difference is that commodification clearly enforces conformity on an unprecendented scale and magnitude, as capitalism does. When it comes to this, people often want to have their cake and eat it too: “Oh, objective standards matter, but this popular trash doesn’t follow my standards!” No, your standards are also derived from how you feel about art,  if you enforce impersonal standards, then in the end your own personal standards will also get invalidated: Spiderman Into the Spider Verse(2018) is a movie a lot of people like a lot. I have never witnessed people talking so passionately about a superhero movie before, yet it was one of the less profitable Spiderman movies(for comparison: link1, link2). If the mission is to make the most money, there is an ironclad rule: “live action is better than the animation”, animation is doomed to the second kind of “mediocrity”, it is still too challenging for a lot of people. As with any area of life, class society will favor certain goals and thus will reward certain skills over others. Purposely engaging with art with the same logic only ends up validating mediocrity, ironically in the name of escaping it.
Still, there is a clear difference between true art and trash, a fine dinner and fast food, unique and generic, touching and fleeting. By through rigorous study of classics we can cultivate a good taste to seperate wheat from the chaff, truly great works still have a brilliance which puts them above all others, and this is identifiable in even if we are not able to give exact formula for the beauty.
Reducing art to certain metrics of competency does reduce its meaning in another way, because whatever human mind produces, nature does it better, as former also is a product of other. [3] A real tree is more detailed, more lively, more vivid than a drawing; and it’s something you can touch and smell. Real people are infinitely more complex than the best written characters, they have an existence outside of limited words in a paper. An action VR game has the comfort to be away from actual danger, but it can’t ever give the thrill one’s whole body feels on a rollercoster. The director who knows how to make their audience cry is an amateur compared to a doze of the right hormone. Should art be tasked to hold a candle to the shadows of societies when studying history, sociology, anthropology directly enlighten us much better? Are little nuggests of thought art provides can be a match for tomes of philosophy and political theory? If art is primarily a show of brilliance, then it is condemned to be a mere imitation of life.
But it isn’t. There is more to Bioshock Infinite than its goals and achievements. When I listed of the things the game had gotten right, there was a twist. You see, I actually enjoy the game quite a bit, just not particularly for any of the reasons why it’s “competent”.  Even though most of the game doesn’t sit right with me, it is still valuable as it is. It made me challenge and reevaluate my tastes, made me think about how games do stuff, when it game the chance to slow down and take a breath, it showed me how different it could be. Even though I’d prefer Bioshock 2 in a reductive one-to-one comparison, I am glad Bioshock Infinite is what it is. Works of art becomes what they are with its strong and weak points together, just like people who create them. Every piece of art carries the mark of a human:  An amqteur drawing of a tree, a game which routinely enter “worst 10 games of all time” lists, the music perfonmance in the shower, the most stereotypical wish-fulfillment fantasy fanfiction, a short film which solely exists to advertise knock-off cellphones… They all bring something with them. This means neither it is necessarily worth giving attention to just about anything nor all art is equally valuable. There is certainly something that makes certain art truly special above others: It’s the bonds we forge with them.
It is hard to figure out what makes art great because these bonds are undeniably personal. We can talk about traits, styles, genres people commonly enjoy and draw certain rules about art from them: “Study real people for characters”, “don’t let exposition break the pace”, “12 rules of animation”, “emergent gameplay” etc. However such rules can only describe some patterns of enjoyment, the process of forging bonds is truly where art becomes magic; personalized, hard to define, impossible to contain, creates a life on its own. This bond might be the homely feeling when turning page of a book, the film which helped you in the dark period of life, the song that witness your undying love, the show which made you learn to draw solely for making fan art of your favourite character, the game who practically taught you a foreign language. What’s the most important masterpiece one will never watch compared to the soap opera they are so passionate  that they can be distracted from their otherwise dull life? [4] The “cringe” fanfiction a teenager regularly posts might be more magical to them than “the classic” they are obligated to read and “appreciate.” No amount of professionalism and mastery alone can create such bonds, it is only born during the experience between person and the art, special for each person and that ‘person’ in the moment, for the creator and the audience alike. What’s the point of calling someone’s taste’s “bad”, if they are happy about enjoying something? Why a work of art being able to reach a person is a bad thing? Or, why disliking a popular thing has to be about being edgy? Why attempt to destroy the magic, especially when capitalism trying its best to do so?
Just like magic, the true bonds between us and art are impossible to be co-opted by the capitalism, so instead it replaced by a pale imitation. Just as how commericalized magic is depersonalized, formulaic and often expensive remains of what’s been destroyed long ago that enables us to buy crumbles of spirituality, art is being stripped away from the person to sell the crumbles of humanity back at them: Not only property-holders are self-declared arbiters of how we access the art, but also one’s entire relationship with it. The toxicity of fan communities, fandom rivalries, the state of media criticism are not bugs, they are features: A real gamer has the real gaming equipment and only plays real games with other real gamers. A consumer making a choice — often because they need to manage their money and time — means they hate everything they left behind. Art elitists say they want to further art, but how does exactly enforcing a true/false art dichotomy help literally anything when it is already done so quite effectively? Once again, why destroy the magic?
For me, the goal of art critique is not only examine our relationship with it but also enhance it in a way. Whether by finding new angles for appreciation, exploring our discomfort for a better understanding of ourselves or simply finding catharsis by finding our feelings in words, a great media analysis is able to strengthen our bonds or even creating new ones! This isn’t to say that negative analysis is bad — far from it, i have myself complained about fake positivity in the very last article, (link) — however there is a difference between being negative and destructive. A critique does not need to attack the very concept of liking something, as if personal enjoyment or dissatisfaction are harmful ideas that needs to be debunked, a art is a battle to win or lose and making a critique is an arena to prove one’s mettle. They don’t have to be “nuanced”, “fair” or “neutral” — I, myself, very much prefer criticism that comes from the heart — but they shouldn’t further the masterpiece/atrocity dichotomy. There is more to say about a work than being a 10/10 gifts of the gods or THE WORST THING EVER. A critique may contain many mistakes; it might be dishonest about the subject material, go into too much hyperbole, unable to support it’s points well and so on, but the worst thing it can do is make the audience leave with less emotions and thoughts instead of more, to contribute to render expressing sincere love and hate for something passe, and to succeed in breaking personal bonds between the person and art.
Now, it’s time to embrace my own biases: It’s quite hard for me to carry strong negative opinions about art. At worst, I find something mildly dull or unapproachable, but even then most art is at least conceptually interesting to me, even if it’s not just interesting enough to experience in full. This doesn’t mean I don’t empathize with cathartic hatred nor claim any sense of superiorty in my view, but it’s a feeling I rarely foster towards art. It’s very likely that this feeling is what makes me so averse to the any notion of standards, masterpieces and atrocities in arts. It follows from here that for me, “good art” is the one I enjoy to experience. My ode to the Room in the beginning isn’t an mere attempt to be a contrarian, it is able to connect to me so I don’t find any value in disregarding as a failure. If pre-assumed notions of quality is useless to explain my feelings, then I find them useless. However, even outside of my bias coming from being a complete nerd, my stance still has a merit, because I have truly never seen any application of de-personalization that did not end up in shaming people out of enjoying art or push them to conformity. Thus, I say that if you also feel a need to hierarchize your experiences, you should say “no” to the tyranny of the masterpiece.
Even so, you must still have some conception of art being plainly terrible. Clearly, certain works deserve condemnation, not praise.
No, I am very firm about the uselessness of objectivity in art, this should be clear. However, I do think we can have some objective standards for media. If we accept media as the instrument for art and should exist for the benefit of the audience and their creators then we can set such goals to media:
  • First, we should be able to access and decipher the contents. A falsely printed comic,  a broken software and a story behind the paywall are all terrible. As discussed, media certainly can create new understandings for art but if there is no understanding, then we can safely call the media a failure.
  • Second, it shouldn’t create patterns of harm: Causing seizures, triggered trauma due to untelegraphed inclusion of sensitive topics, setups for addiction, verifiable spread of misinformation or hate speech are examples of such. This extends to the creators too. No media is worth destroying their creators in the process.
  • Third, media should not be a tool of validation for actively terrible people, even if their creation is just about cute puppies. The world has enough people who aren’t abusers or fascists that suspending their validation by the society won’t be the end of art.
It might seem there is a contradiction in my rhetoric, but if we hold art as something dynamically exists between the media and the person, it all makes sense. As an example, let’s compare a novel that presents reactionary ideas and Adolf Hitler’s paintings. One can read the former and can make a multitude of interpretations: The text might be in support of the reactionary ideas, deconstruct them, contain contradictory or unrelated themes, be worth experiencing due to it’s other qualities and so on. It’s usually not a good idea to morally judge its readers based on a single interpretation,relationship between art and the person is complex, but we can learn something about the readers based on their opinions, for example the way they frame the story’s depiction of abuse. Even so,  definitely there is a dynamic being we can hate, love, be critical or bored of, but it’s quite tough to call the book bad without a clear pattern of harm.
Hitler’s paintings are the opposite. For someone who has never heard of Hitler, they would be just unassuming normal drawings they might like and dislike; but for everyone else the paintings’ existence is completely overshadowed by their creator for good reason. There is no connection with what paintings are, they only exist as painted blocks of a Nazi, they are media without art. So, if someone expresses adoration for the paintings, it’s quite fair to be suspicious, did the truly get past the whole Adolf part so easily? As the answer is quite literally concerns our safety, even if someone was really giant art-lover, we can be sure about calling those paintings objectively bad media.
In the same vein, a lot of art we like exist within objectively bad media, this is a fact we are facing as more and more stories worker abuse and despicable creators come to light. Something that might be beloved in the past might be now empty. Without ‘the person’, there is no art, when connection is severed, the work of art as previously known is no more. Just as often however, people still embrace the art despite the media. Yes, we shouldn’t “let people enjoy” just about anything, and we should be conscious about our financial support, but the problems of the media is greater than individual creators. Most media is bad, because society which creates them is bad, but just as we can find good people in the bad society, we can find good art in bad media. This fact just adds another good reason against the tyranny of the masterpiece: No art is so bad that it is nothing but an artifact of the society, but also never so good that it can escape the society.
Then, what would a post-masterpiece society look like? It would certainly would be a post-capitalist one. People bringing the trash out from the depths their hearts with no care any rules or taboos, no worry of any approval, no desire of greatness. Imagine modding communities, art posting sites, blogs dedicated to extremely niche tastes but without limitation of the capital. Weird, plain, beautiful, ugly, inspiring, gross… Just their creation, unfiltered, probably unpolished, open to anyone interested. Or only for their in-group, or just themselves. Either way, all the chains between art and person is broken. A beautiful chaos of trash manifests after complete ruin of “artistic standards”, as there is no one to enforce them left. For now however, they still haunt us and will do so for quite a while. Until then, we can at least reject their authority with completely embracing our bonds with art. Please create and enjoy “so bad it’s good”, “cursed”, “fun trash”, “happy accident”, “problematic fave” art, don’t hesitate being contrarian, no more “guilty pleasures”, let all of your love be genuine!
This article is written thanks to my dearest Patrons and special thanks to: Acelin, Alexandra Morgan, Laura Watson, MasterofCubes, Makkovar, Otakundead and Spencer Gill.

[1] I am not implying any kind of specialness of “humanity” here, if there were other species who are creative enough for art, art would also mirror them too.
[2] The quote includes a part about judging genres, that’s a whole another beast I won’t attempt to tackle here.
[3] Hopefully it is clear enough in the paragraph, but I don’t argue in favor a nature/human dichotomy. “Nature” itself is a heavily loaded word, here it just has a meaning of “systems in universe which humans observe, interact and are part of.”
[4] I am not setting up a false dichotomy of “genuine” vs “pretentious” art here. A person can be just as easily bonded to an arthouse movie or surrealist painting, it’s precisely the existence of such bonds render hierarchies of “artistic value” worthless.

27 Mayıs 2019 Pazartesi

Should We Let People Enjoy Things?

estelle angry
Angry Estelle Face
Negativity thrives on the Internet. One of the best ways to get regular growth on Twitter is to get beefs with other people: Dunks, hot takes, screenshots, outrage…. Similarly on Youtube, drama machine is ever strong, “nitpicky men hating things you like” is a growing genre, videos with negative titles get more views. Fandoms are notorious for people receiving backslash for the most innocent things. There are entire online “communities” dedicated on hating specific personalities, groups, media etc. So it’s understandable that a lot of people are tired from the environment of cringe culture and cynicism masquerading as intelligence and We crave sincerity and wholesomeness. It can feel truly refreshing to filter out loud noises and see unbridled joy . “Let people enjoy things!” is often used in expressing this sentiment. Unfortunately, it is used as a tool for artificial positivity to shut down criticism.
Smarm is highly endorsed by social media platforms; a post that “looks like” insult or threat of violence might you get banned, but something truly disgusting with a “calm and neutral” demeanor almost never will. Being contrarian brings fame, but it also brings infamy. One with loud sharp opinions will be usually less well received than one with a positive demeanor, this is also a rule as old as humanity itself. Just look at the comments any time a game journalism site posts something slightly critical of the industry, or when they give less than perfect score to the new iteration of [giant franchise]. In short, as much as negativity is thriving, there is a far larger tendency to enforce artificial positivity. This might seem like a contradiction, but actually loud cynical criticism goes hand to with aggressive politeness.
Smarm is cynical, False positivity does not always appear in the form of “If you don’t have something nice to say, don’t say anything”. Just as often, it laser focuses the negativity into a single, outsider target. A particular case of cringe culture highlights this well: Sonic is notable as a popular franchise where not only hating it is safe, the ridicule is embraced as its own official PR. Being “a good Sonic fan” requires one to maintain a certain emotional distance to it, nothing new coming out of it can be ever good, all Sonic talk eventually comes to “LOL fan art”. The aesthetics are different, but the demand for civility is essentially the same. If you are openly positive about Sonic, you are being rude, you are ruining the validation people get from having a pariah, you are breaking the rules of Sonic discourse.
For all their postures of politeness, US Democrats operate quite similar to this. Their social contract says it’s good to hate on Trump. It’s a free zone, anything and everything about Trump can be said, no matter how bigoted or irrational it sounds. However the moment one makes a remark about how certain policies of Trump’s policies are continued from Obama they are violating this contract, no matter how level-headed the critic actually is, they are “lacking decorum”. Smarm is removing disputes, there is no dispute in making fun of Trump, but there is in bringing up the drone strikes Hillary had approved. Snark at the outsider is fine, this outsource the conflict. Why critique of their nation’s enemies should be a bother to a true patriot, it validates their own values after all. In smarmy web of Democrat ethics it’s OK to be deeply racist against China, but not OK to think that maybe the problems of China comes from structures which are all not that different in the US. The smarm’s goal is not always a total elimination of snark, but often, it’s to create snark-free zones, like safe rooms with precious trinkets . The children can’t play there, but it would be easy to convince them to do so if they had a playground outside. Trump is the Democrat’s playground, The illusion of a “US before Trump” is the fragile, fragile porcelain which must be guarded all costs.

Snarky Smarm

In smarm, snark is watered down to mere cynicism. It is so empty that it might as well be praise. Speaking against the king is rebellion, except for the fool. No matter how harsh the fool is, his snark won’t inspire change, so it’s harmless and remains unopposed. Cinema Sins perfectly fits the bill. The channel tackles movies in a particular fashion: It looks at movie scene by scene and either complains about minor production errors, plot holes which are hard to realize on first watch, anything that only becomes a problem when a scene is viewed out of context, the narrator not understanding plot devices, quite a few sex jokes, calling things cliche, intentionally petty complaints and or easy observations which doesn’t really add up to any critique[1]. ( This critically panned movie has bad special effects, woo!) The way videos are structured and the narration makes it very hard to actually remember what’s said in the video. If one can pay attention, it can be easily seen that jokes, criticism and petty complaints all blend to one another, added with the fact that videos are sometimes outright wrong about scenes it’s talking about; there isn’t really much to get out of here, reading the synopsis of the movies are more informative. According to comments, the channel occasionally dissuades people from watching some movies, but people often tend to dismiss even larger plot issues,and let’s all be honest here a movie does not require a coherent plot to be popular, let alone a tightly constructed one. Despite sounding brutal on paper and having high view counts, the videos do not create discussion besides riffs on the channel itself. At its heart, it’s a syllabicity pop-culture trivia.
That would be alright, except for people who haven’t engaged much critical thought about media, it’s quite plausible that this sounds smart and insightful. Whenever people call them out on their mistakes or incomprehensible critiques[2], a host of fans are ready to remind “the hater” that they are all just jokes, expect when they themselves say “Wow, I didn’t realized there were so many mistakes, haha!” under the same comment section. Sometimes, fans of the certain movies start a war in the comments, seeking to restore the positivity a single video has been disrupted, but Cinema Sins fans are disciplined soldiers of true intellectual criticism; so the ultimate authority of the channel is always restored back. Only the Cinema Sins guy is entitled to snark, everyone else must cheer and laugh, just as oh-so-offensive comedians think. Didn’t you hear, they talked about 1000 genders in Tumblr? Ah that cutting humor again. Wait, is it not? So you must be one of those SJWs? Of course, their brave and scathing critique must have offended you! They are the height of comedy, you are offended and trying to censor them! One might think the comedian is merely reaching to cover up their lack of humor, but this is typical of smarm. The comedian, the intellectual, the podcaster, the debater are entitled to the snark. You are not, you are either laugh with them, or accept being laughed at; otherwise you are a horrible bully. The modern alpha man is a big ball of smarm covered with a thin layer of snark.
To contrast, let’s examine The Tropes on Women video series by Anita Sarkeesian. It’s a series examining video games, sometimes other media, from the lenses of how they represent women, later expanding to minorities. The videos are in serious tone, but they are not authoritarian or even harsh in criticism. It’s mostly a invitation to think about how video games depict certain things(Ex: “Games use Damsel in Dress trope a lot.”) and overall have an optimistic tone, an underlying hope of video games becoming better. If you have been online for the last 10 years, you know how salty gamers were at these videos. Of course, it first must be said that this wasn’t a purely spontaneous reaction, now we are fully aware that it was manufactured and fueled, with the goal of punishing being a women who says things men don’t like. Yet still, the groundwork of this anger was the thick goo of smarm around games, that’s what most of the criticism amounted to: “Games are never sexist, there is at least 1(one) video game with a women lead, when women are sexualized it’s always for their empowerment, developers never have any bias about women characters, don’t criticize my video games., except when you are talking about glitches or something.” Smarm is much more than mere tone-policing, or a selfish desire to ignore problems, it’s a question of who is allowed to say what.

Enjoying Things and Being Woke

So that’s why it’s good to be careful when one says “Let people enjoy things”. Is anyone actually restricted or shamed from enjoying something? Are people attacked over a innocent romantic pairing or a fan art? Is someone giving a sermon whenever they hear someone is liking media they hate? Or it is just the mere fact that a rant video, a harsh article, a Twitter post criticizes a beloved franchise? It it is one thing when a review casts a shade on an experimental indie project, but the most ferocious defenses are always made for cash cow franchises. Of course, the real reason for this defensiveness is much more personal. The fans feel like they themselves are under attack because their external validation for media consumption is being threatened. Humans are social beings, our emotions and thoughts being shared by others makes us feel good, thus getting closer to people who are like us. This can bring the idea that enjoyment of art is something that forms communities. Embracing a “fan” identity is about embracing a virtual communitya nd “let people enjoy things” is often a defense of assumed communities from an non-existing threat.
Corporations actively work very hard to make us believe in these communities. Nintendo for example is very successful at this, maintaining the image of a creative, colorful, wholesome friend. They have managed to turn the resignation of their CEO — not someone who worked at games, mind you — into a PR event, even after a short while after they have blasted a large ROM archive into oblivion. When one said anything critical about this situation, they received the backslash from the horde of fans as expected, but that’s not what makes this notable. There was a truly impressive level of brand construction only a few can reach, resembling those of sports teams. People were heartfelt at that moment, sad but prideful, sharing memes and old clips… One could feel the warmth of a community, just as the ex-CEO himself said in the video. This magic alone could make someone feel terrible over being critical of the situation; cynical, bitter and cold against this wholesome family of people who bought the same products. How one can fight against the millions of people’s childhoods? It’s not an angry fan, not a snarky social media account, not a passive aggressive shout-out telling us “Let people enjoy things”, this is a beautiful lullaby from Saruman’s voice …
However, the sense of community alone does not fully encapsulate “Let people enjoy things” sentiment. Phrases like “Don’t like, don’t watch?”, “Why don’t you write your own novel if you know better”, “If you care about story, read a book”, “No one is forced to buy microinstructions”, “his review ruins people’s enjoyment” all expressed same defensiveness, but today there is a more insidious aspect of it: Enjoying thing, thus buying stuff to enjoy things is “woke”. If one suggests that the latest blockbuster movie perhaps isn’t the best gay representation, but they are not only harming communities, but also ruining the empowerment people have. The media debates must revolve around the very important messages of giant franchise:. There are already small media full of queer stories from queer people, but — who cares about them — the five seconds of no-homo moment in latest iteration of Avengers is clearly more important. It’s also very important that narratives of beloved franchises happen to perfectly fit into today’s political environment. Art and life imitate each other, fiction can help us to articulate world better, as this very article references LOTR; but it’s something else to use Harry Potter or Game of Thrones as the main vector to navigate real life politics. It’s not that such people cannot separate reality from fiction, but rather in the same vain of celebrating inspirational shoe ads, the consumption itself is accepted as moral good. Big media, and the corporations who own them is accepted as the moral authority. Therefore criticizing media becomes criticizing the fan’s morals. How one can fight against what people stand for?

Breaking the Magic

Commodities alone cannot create communities. Communities are built with trust and mutual support building upon shared interests, emotions and goals. Drawing Super Mario fanart, modding Zelda games, Pokémon speedrunning, Princess Peach unbirth roleplay etc. can all form communities, but not being “a Nintendo fan”. There is a always talk of “toxic fandoms” about popular media, but there is no need to feel any commitment towards groups of people who just happen to consume same media we do. (These groups are so often dysfunctional precisely because they are not a real communities) Nor there is any need to feel pressure just because something is widely disliked. The common advice given here is to not take criticism personally, but this somewhat glosses over how personal art is. No, the issue is the failure to embrace media as personal to full extent and let the specters of “the consensus”, “artistic standards” haunt us, even in the case where the criticism is about possible bigoted implications of a work. The point of “enjoying art while remaining critical” is precisely this: “Okay, I can see this controversial aspects can be problematic to some people but I can conceive a case for a positive reading” or “I find these aspects troublesome but its valuable parts still makes this media overall a good experience.” In turn, critics should be more confident (not the same as being aggressive) in their criticisms, reduce the use of phrases and sentences such as “in my opinion”, “subjectively”, “Everyone is entitled to their opinion.”, “If you enjoy it, that’s fine” . Such weasel words train people to expect permission to disagree with the critic, and makes them even more defensive if a critic sounds just ever-so-slightly-authoritative.
Snark is a not always good. Certainly I am not advocating for being abrasive for mere personal satisfaction. Our rhetoric should not create collateral damage, for instance it is easy to not use well-known slurs. However, snark is important, all over-seriousness achieves is taking away an important coping mechanism against the ugly reality, a flexible tool of social critique reflecting the anger and the hope of the oppressed. And good snark can be really powerful, does not necessarily imply dark humor: Throwing milkshakes at the fash is precisely great because it destroys their air of respectability. Very serious tabloid writers, centrist pundits, conservative politicians speaking of milkshakes as if they are life-threatening weapons is profoundly beautiful. Not matter how much they claim to be subversive or edgy, reactionaries have a unrelentingly serious self image, which makes them quite fragile against any tiny dose of absurdity. Milkshake has proven to be better snark than anything websites that prided itself on being edgy ever conceived.
Against Saruman, Théoden’s voice is like a shriek, immature, ugly, alien, horrible. Yet sometimes, it is necessary to sound dirty, to be negative — strongly even — towards the positivity imposed upon us. Because smarm has evolved long past the point of a smiling authority figure telling us sweet lies, it now reproduces itself by convincing us to lie ourselves. If we can’t even refrain from watching a live music show in Israel when Palestinians explicitly asked us to do so, our critique of the wishy-washy words expressed there is rendered hollow, by indulging in power we have already chosen to take part in smarm. I am not advocating for a sacrificial mindset here — far from it, I strongly encourage to find ourselves in media — but one can’t get anything without giving anything, that’s the rule of universe: To push back against swarm, sometimes it’s better to not let ourselves enjoy things. lest the black hole of smarm sucks all genuine enjoyment dry. Sometimes this means not supporting certain media by money, sometimes “ruthlessly critiquing all that exists”, sometimes pursuing stories by us from us instead of waiting rainbow capitalism’s grace, sometimes donating to a emergency fund instead of buying the really good looking game.. And sometimes letting go of a delicious drink…
Media affects us as people and the world, but merely reading narrative does not make us make better. Only those who create narrative can change the world. The status quo, and the groups who represent them, cannot be trusted to create narratives for us. If we want to see ourselves in the narrative, we need to put ourselves in the narrative. Companies should not own our social lives nor our stories…
[1] There is a new habit on the media discourse which people deride any kind of criticism about plot as “being like Cinema Sins”. No, plot is still an ingredient of a story, the audience should not have to “shut down their brains” to enjoy something, there is a clear difference between genuine criticism and pure pedantry.
[2] A regular occurring example: Exposition in dialogue is bad, exposition in background is bad, exposition with flashback is bad, vague or no exposition is also bad, several of these complaints can be all in the same video.
This article is written thanks to my dearest Patrons and special thanks to: Acelin, Alexandra Morgan, Laura Watson, MasterofCubes, Makkovar, Otakundead and Spencer Gill.