Thursday, 29 December 2011

A Henleinian Interlude

On the advice of many wise heads (and almost every list of "the greatest sci-fi books ever"), I've started reading "Stranger In A Strange Land", by Robert Henlein.  It is, among other things, the source of my favourite neologism - "to grok", meaning (according to Google) "To understand (something) intuitively or by empathy".  It has different nuances to different cultural groups, but it's heavily used by computer geeks to imply a deeper understanding of a skill or technology; to merely know a programming language such as Perl is to be familiar with its syntax and form, whereas to grok it is to be able to transcribe your thoughts into Perl with no noticable effort, to think in a "Perl-y" way rather than to think of an abstract program and then to crowbar it into working within your restrictions.  To dance with it, rather than wrestle.


Anyway, I'm 39 pages into the copy I picked up in the January Sales a few days ago (apparently this is an extended edition, so your copy may vary), and found this fantastic exchange that so perfectly sums up my feelings, that I simply had to share it with the internet.  Jill is a nurse in the hospital that is treating the recently-repatriated "Man From Mars", and Ben is a newshound trying to grill her for details, and simultaneously filling her in on the significance of the Stranger:
Ben: As you know, his [the Secretary General's] administration is shaky.
Jill: I don't pay any attention to politics.
Ben: You should.  It's only barely less important than your own heartbeat.
Jill: I don't pay any attention to that, either.
It's not that I wish to imply that politics is unimportant - on the contrary, it is VITALLY important that there is a strong, responsible, representative, and moral assembly heading up the country, and organising those things that would not otherwise be accomplished (or be done less efficiently) through private enterprise or competition.  Any system of government that involves more than two parties competing for votes will necessarily cause, as an emergent property of the system, political maneuvering.  These conflicts are, themselves, highly important, as it is through their success or failure that the ruling party maintains or loses its power, and thus that the edicts are issued which affect all our lives.  They are fundamentally important.

It's just that they're not interesting.  This is a matter of subjectivity, of course - there are some people who gain a huge amount of satisfaction from the intricacies of celebrity gossip, and in the same way that I can understand that pleasure without sharing it, I can see that the ins-and-outs of Westminster or Washington could be just as fascinating.

But more than that, it's not, to my mind, productive.  It is, of course, crucially important in theory that, in a democracy, citizens are able to engage with and influence the course of the politics that affects them, and that they remain aware of and well-informed on the issues of the day.  But (and I say this fully aware of my position as one who is hugely apathetic towards the political process) it seems to me that any private citizen, or even a group of them, cannot make any noticable impact on the minds of policy makers, without significant financial backing - it seems that politics is conducted only by politicians, and political groups.  The Fox-Hunting ban, the War in Iraq, the University Fees hike - all of these appeared to be loudly opposed by the public, and yet were still condoned by the government.

It would be horrifyingly naive of me to confuse being vocal with being in the majority, or to refuse to acknowledge that the smooth and efficient running of politics necessitates certain compromises of values.  Nevertheless, the impression that I've gained is that it's impossible to make any impact on decision-making without extensive connections, and considerable expense of time and effort, and so I can't see why people would stir themselves to do so on matters that don't directly influence them.  Make no mistake, I'm inordinately grateful that such worthy causes as women's rights and the abolition of slavery have been supported by worthy, selfless, champions - but I can't understand their motivation.  Perhaps I'm a selfish person, but to expend such extraordinary effort, in the face of such frustrating opposition, on behalf of another's cause, takes altruism of which I can only dream.

In short, politics (in a developed, democratic, country, such as the one in which I am privileged to live) is very much like my heartbeat.  It functions, better or worse, and it does so despite my lack of attention - in fact, it would be nearly unaffected by any effort of mine to affect it.  I am very glad of what it does, but I see no gains to be made in examining it too closely.

Wednesday, 28 December 2011

Skyrim Diary 1 - Background and Character Creation

For those not familiar with RPGs, usually you are given the opportunity (either before the game starts, or very early in proceedings) to create your character.  Depending on the game, this can be anything from giving them a name, to picking their main skills, to microadjusting every stat, ability, and aspect of their appearance.  The Elder Scrolls tend to the latter extreme (though offering some pre-built examples if you don't fancy hours of customization!).  Many players of relatively open-ended games also make some sort of decision as to the style of personality they want their character to have, and will then bear this out through their in-game actions.

In other RPGs, I've always played a goodie-two-shoes character, who gives to beggars, tries to make everyone happy, and to resolve every petty grievance or mild dispute, no matter how minor. When I did make a conscious decision to play less of a Paladin-like character, they ended up being even more one-dimensional; their "evil" simply being expressed by talking tough, making threats, and demanding more money for every job. In my defence, a lot of this was due not to my poor RP-ing skills, but to the design of the games themselves; it's pretty hard to RP a genuinely nuanced character when you simply *have* to complete do-gooder quests to complete the storyline, with your only "choice" being how you phrase your acceptance ("of course, I'd love to help"/"hmph, there's better be something in it for me!").  It's very hard to convincingly roleplay a homicidal maniac or surly loner, since that will rapidly deprive you of quest opportunities!  Of course, there are some games that offer genuine moral choices beyond "Pet/Kick the Dog", but for the most part, you're railroaded into being a hero, anti- or not.

I swear, I googled "Anti-hero" and that's what came up...

This time around, presented with the latest offering from Bethesda, the kings of open-ended gameplay, I decided I actually wanted to put the RP into RPG and give my character some individuality.  I wanted to really engage with playing the game; not just as a challenge to be overcome, but as a story, and a world, in which to be vicariously immersed. To that end, I decided to make a character very different from myself; the more similar they are to me, the less experience I get of considering how the events depicted would actually affect a real person experiencing them.

Anyone reading my description of the pathetically eager-to-please do-gooder probably recognised more  than a little of me in it (with varying degrees of contempt), so my first two decisions in character design were made specifically to distinguish the character from myself; to make them of a different moral outlook than myself, and to make her female. This will probably be the point at which armchair psychologists start to sit up and pay attention. Do tell me what disorders or complexes I'm suffering from as soon as you find out, I'd love to know!

From the little I'd played of Skyrim previous to getting a legal copy, I knew that race was a pretty major issue.  A little potted history for those who aren't Elder Scrolls nerds (and trust me, there are pages and pages of fictional history if that's your thing) - at the end of the last game, 200 years previously, the Empire was left leaderless after the Emperor sacrificed himself to save the realm, and in the intervening time various outlying regions have been growing restless or outright seceding.  Chief among these is Skyrim, to the north of the main landmass, inhabited by a proud people called the Nords.  As the first settling-place of humanity, and the homeland of Talos, the only human to ascend to godhood, the Nordic region houses people very proud of their heritage and history, and suspicious of any attempts to restraint their liberty.  When an invading force from the Aldmeri Dominion (a collection of Elvish countries) demanded that the defeated Empire signed the White-Gold Concordat (which, among other conditions of surrender, outlawed the worship of Talos), many Nords were outraged.  Racial tensions are rife, civil war is brewing, and heads will roll...

So, race will be a key factor.  I knew from the small amount I'd already played that the player would have the opportunity to join the separatist movement (the Stormcloaks), and presumably there would also be the chance to assist the Imperial Legion in subduing the colonies.  Since I'm going for a radically different character to myself, I decided to make my character (who by this point I'd named Alyssa) excessively racist - having suspicion and distrust of non-Nordic people, and massive distaste for non-human races.

Looking for a little background and motivation for this trait, I decided that, somewhere in her backstory, there'd been some massive trauma related to the Aldmeri Dominion - maybe a patrol had torched her village, or killed her family, or something similar.  Yep, it's clichéd, but I'm not exactly an author!  This immediately led on to another character trait that could provide excellent RP - self-sufficiency and defensiveness.  Leading on from her suspicious nature, I decided that Alyssa would be wary of being perceived as weak or vulnerable, but fiercely loyal to those who have shown their worth.  This has informed some excellent examples of characterisation in my early play - at one point, I actually turned down a minor quest to recover some loot from a wronged merchant, because I'd already allied myself with the Thieves' Guild who had cheated him.  There would have been no repercussions of my taking the quest line - but, despite losing the opportunity for a bit of easy gold, I felt much more satisfied in knowing that I was playing a character, rather than simply grinding through quests.

This character choice also made an obvious choice of class.  Alyssa struck me as someone who would want to be in control of the situation at all times, and to always have the upper hand on everyone - what better class than a rogue, who can sneak in the shadows, pick up on choice titbits of information, and, when the time comes, strike from a powerful position and then retreat into the night?

Right, it's getting late, and I've probably already given armchair psychiatrists far more than they can handle all in one go.  Next post will deal with my early game, and any interesting experiences in the game, as well as a bit of a review of the game itself (spoiler alert: I really like it).

Tuesday, 27 December 2011

Skyrim. Oh my.

As hard as it is for me to believe, there will be some people with access to the internet who haven't heard of Skyrim, the fifth Elder Scrolls game.  Allow me to introduce it.

The Elder Scrolls series, by Bethesda Game Studios, is widely regarded as having led the way in the RPG genre in terms of scope and freedom.  A hallmark of the series has been the liberty to play the game in many different styles, and with a great deal of role-playing - though the games have extensive (and impressively designed) "main" mission arcs, it is entirely possible to spend many hundreds of hours exploring the world (the second game, Daggerfall, is reputed to have a play area twice the size of Great Britain), carrying out side missions, roaming the wilderness, clearing out dungeons, and rising to prominence in various guilds and organisations.  Hell, there's literally days' worth of gameplay potential in hunting and skinning animals, and mining and refining ores, to craft your own weaponry and armor; in gathering alchemical ingredients and finding their effects to brew powerful potions and poisons; in learning the secrets of enchantments, and gathering the means necessary to forge your own magical artifacts.  You can catch about fifteen different diseases and disorders, including vampirism and lycanthropy ("werefolfism").  You can carry out quests for several of the native gods and demons who are hanging around the continent of Tamriel.  And that's without getting into the backstory - almost every building you can enter will have a bookshelf or two, with readable books, often detailing the politics, history, and culture of the regions you're inhabiting.  The list of titles of books in Skyrim alone runs to 2 1/2 pages on my browser (http://bit.ly/twkKtf) - and this is literature that the dev team are fully aware you may not ever even bother with, because you're too busy casting spells, swinging swords, and killing bad guys. These are DEEP games.

I greatly enjoyed both Morrowind and Oblivion (the third and fourth installments in the series), and have been waiting with bated breath for the latest game, Skyrim, since I saw this trailer:

DRAGONS!

Ideally, I wanted to play Skyrim on the PC, as another characteristic of the series is its extensive modding community, but I didn't know whether it would run ok on my aging laptop. Oblivion, the previous game, had run fairly smoothly, but I imagined there would be a big step up.  After running a pirated version of the game on my laptop for a few days, it became clear that that wasn't a feasible option, so I decided, sadly, to forego the amazing modding possibilities for a smooth-running game on the XBox 360, and bought a copy.

This was about two weeks ago, and I can safely say that this is one of the most immersive and impressive game experiences I've ever enjoyed.  That's not to say that it's perfect, because it's not.  Several bugs are definitely present - companion AI leaves something to be desired, some conversation trees don't make complete sense, and horses sometimes seem to have trouble deciding where ground-level is - but when you set out to make a game as open-ended and ambitious as this, some flaws are inevitable.  The only way to make a flawless game (or, indeed, any work of art) is to play it safe, to take no risks, and to stay well within your comfort zone.  I'd rather enjoy something that occasionally stumbles as it pushes the envelope.

A few days into play, I decided that a play diary could be an interesting thing to do.  If this gets overwhelmingly negative responses, I'll stop (lord knows there's enough people on the internet talking about Skyrim already!), but it could be fun!  For any ardent gaming-haters out there (why are you reading my blog again!?), please do at least read installment on character creation, as it strays into some interesting psychological territory.

Oh, and one more thing - I can confidently predict that one of the first comments on this post will be George railing against the fact that I still haven't played Arkham City yet.  Sorry George.

Merry Christmas everybody!

Hope everyone has been having a lovely, and indulgent, festive season!  I've got a longer blog post that I've been working on for a while, but just as a stop-gap, here's a collection of things that have tickled my fancy over the past few weeks.

First off, as a very satisfying example of unpleasant people getting served, check out the following link: http://t.co/BV5Yckdh.  For those who are not aware, Pax East is a massive gaming convention, which is run by Mike Krahulik (who goes by the name "Gabe" online), who also writes Penny Arcade, THE gaming webcomic.  Watching the dickhead from Ocean Marketing get himself in deeper and deeper trouble was delicious :)

And some short, entertaining, Christmassy links:

Longer post coming soon, super-promise :)

Sunday, 11 December 2011

I am le tired

But this is no excuse not to be blogging, so here I go again!

Sunday, 4 December 2011

Completely personal post

Personal, that is, in that this will be a post entirely about me (Jack Jackson), not that in it I will reveal my deepest darkest secrets (no, that's strictly reserved for drunken online chat).