mc776: Life is Strange screenshot: The big sign at the end of the game's eucatastrophic ending. (arcadia bay sign)
And so it is done. Unfortunately this eliminates a much more easily searchably unique abbreviation "LT1" but given all my years of working with "HD" i'm sure i'll live.

Anyway, for posterity's sake here's what i had brainstormed before settling on the new name, with a bit of commentary:

Read more... )
mc776: A rifleman from Hideous Destructor pointing their weapon on Map10 of Freedoom Phase 2. (hideous destructor)
An attempt to systematically describe the tropes that form this complex of mythmaking that informs a great deal of low-brow pop culture in works like Spawn, Lady Death, Doom and the Jesus versus Satan fight episode of South Park.

I'm sure there's other analyses out there, possibly with a better name, but until I see I think I'll try to regularize this term.

There are three worlds: Heaven, Earth and Hell.

Heaven is the place of Good and Law and Light, often associated with blue and white and gold; Hell is the place of Darkness and Chaos and Evil, often associated with red and black and green. Earth is the place of struggle between these two primal domains.

The struggle is explicit and physical, involving godlike, often shapeshifting beings using actual physical weapons against each other.

Humanity is naturally aligned with the Good, but can align with Evil through extreme moral corruption of some kind. They can also take direct part in the fight in a limited fashion.

Both realms are inherently hierarchical and often roughly symmetrical in their structure. The hierarchy in the realm of Good, however, tends to be much more explicit and unforgiving which is often a driver for entities to defect to Evil even though in actual practice the hierarchy there is no better.

The ultimate masters of both realms are almost always male and the entire cosmos implicitly patriarchal.

It is often repeated that the master of Good is the creator of the universe and the master of Evil lives only at his mercy; however, in the vast bulk of the struggles described in the stories there is almost nothing in the conduct of the parties that supports this over a much more symmetrical, dualist interpretation.
mc776: A little yellow ant in the grass on a sunny day. (yellow ant)
MMOs versus FOSS - tl;dr the entire way an MMO is structured means you can't do any hard anti-cheat and still have your game be FOSS

Adrian's post with discussion

My abridged comment:
the only alternative i can come up with that doesn't require the entire playsim to be server-side-only is to have a decentralized mmo (w/opt-in federation if there's to be any at all) where individual admins are strongly encouraged by both word and UX to actively vet players and run instances in a way that's conductive to ppl identifying with it as part of a community
Which raises the question: what sort of design features would encourage this?

Brainstorming some beneath the cut.

Read more... )

I am aware that all of this offloads a lot of power and responsibility onto a server admin. Perhaps there's some way to distribute this authority in a communally-controlled server setup, but that is beyond the scope of this brainstorm.
mc776: A jagged, splattery blue anarchy symbol over a similarly styled red chaos symbol on a golden field. (anarchy and chaos)
The Iron Prison (also Black Iron Prison, Cold Iron Prison) is a self-perpetuating complex of institutions, sentiments and associations that constantly ensnares our minds and preserves them in a state of unending fear, anger and violence.

It is the duty of every person to do what is in their power to tear down the bars of their own Iron Prison and, whenever they become aware that they may be doing so, to stop acting as a warden of that Prison to others. This duty may override utilitarian concerns, especially if those utilitarian concerns themselves constitute a call to feed the Prison.

Any institution or doctrine, however originally good or well-intended, can be incorporated into the Iron Prison. It may sometimes be necessary to cut oneself off from an institution, no matter how good its works or its origins, when it has been inextricably absorbed into the Iron Prison's works such that the institution's agendas cannot be furthered without also furthering that of the Prison; anything of value and uncorrupted may and ought to be carefully salvaged.

While the Prison itself seeks to force and flatten all personality into fungible lifeless copies of its own image, its actual effect on people - or rather its circumstantial ability to affect people - is unique to every person. One person may be forced, on pain of becoming one with the Prison, to abandon an entire institution that another can work within and adequately resist the corruption of all their life.

Destruction is never the Prison's goal, even if it is a necessary and obvious everyday consequence. It always seeks to preserve, to protect, to put everything into its right place under its control. To conserve.

There is no possibility of an ich/du relationship within the parameters of the Iron Prison. In its ideal form all exchanges must either be forced, or transactional and backed by force.

The Iron Prison is fundamentally an institutional reality. If every person were to disappear from the earth, the Iron Prison would have no existence whatsoever, no matter how dire the material consequences it leaves behind. The material world and the persons formed in it are fundamentally good.

The Prison can thrive wherever there are people and rural traditional life provides no inherent protection (and indeed the isolation of such life can greatly exacerbate it). It is, however, far more difficult to break free of the Prison when more of your supply chains depend on it.

A paradox: the easiest way to let the Prison consume you is to be dependent on its products; the second easiest way to let the Prison consume you is to be consumed by your zeal not to be dependent on anyone else in order to protect yourself from the Prison.


[Decided to get a few thoughts down about certain key elements of my moral outlook. Figured no more would be more fitting than the diegetic anniversary of a work dear to my heart where someone is tempted with the offer to save many people's lives in exchange for directly enabling the Iron Prison at the cost of everything she believes in and loves.]
mc776: Life is Strange screenshot: Chloe Price looking through her own computer. (chloe own computer)
For a couple months after I first played Life Is Strange I'd gone back and forth about recommending it to [personal profile] steorra since it seemed to so unreservedly represent that kind of friendship that's been the subject of a few posts here.

After eventually finding my way into Pricefield fanfic I decided maybe not.

But then this interview happened and I've been reminded of why I considered making that recommendation all over again:
“I think the thing that hooks most people, myself included, is the beautiful friendship between Max and Chloe,” says Chamlis. “Now, before everyone freaks out, I am absolute Pricefield trash through and through. But there is a lot to be said for that feeling of having a best platonic friend. Someone you can rely on completely and that you would do anything for. Something a lot of people can identify with having when they were kids but probably not any more since they are adults, which, of course, adds to the feeling of nostalgia that the game invokes as a whole. I have had a Chloe Price in my life in my younger years. I've also had a Rachel Amber in my life. Hell, I've even been someone else's Chloe Price for a little while myself. But I think everyone, no matter who you are, has a little Max Caulfield inside them. Everyone can identify with Max, either within themselves or with someone close to them.”

So, content warnings (which are kinda self-explanatory as to why I'm not ultimately actively making any recommendation): sexual assault, rape culture, suicide, implied genocide, blasphemy, aggravating loose ends everywhere, everything kinda cranked up to 11, prominent problematic character with all too familiar name.


As a much more general and unreserved recommendation, last week I discovered (through someone I was following on Tumblr for LiS-related reasons) Daughter of the Lilies and it's an excellent, if slowly updated, webcomic through and through.

Content warnings: graphic violence, genocide-related themes, weirdly overzealous cuss censoring

(Random personal aside: A couple days before discovering DotL I'd just decided to give up on reading Kill Six Billion Demons and was wondering if I'd been too depressed to care about any of the characters or what was happening. DotL felt like it filled in exactly the void I was feeling in K6BD and more.)
mc776: A rifleman from Hideous Destructor pointing their weapon on Map10 of Freedoom Phase 2. (hideous destructor)
https://codeberg.org/mc776/hideousdestructor

And yes, this was caused by the bogus "DMCA" notice the RIAA shat on GitHub about youtube-dl, but it's not so much a last straw as I've been looking for another Git host for a while now and hadn't even heard of Codeberg until all this.
mc776: Life is Strange screenshot: Chloe Price looking through her own computer. (chloe own computer)
At this point I think I'm nearing dynamic equivalence between the LiS screenshots and my old 100x62s.

"Are you a monkey" - outrage at horrible crap - David in the Dark Room

Ant - rooting through garbage - Chloe in garbage
Ant - digging through links and making connections - Chloe at her own computer

(Cock) Lobster - looking at goofy nonsense - Chloe on Frank's computer

g - cold default, not much happening emotionally - Frank eating beans
g - attached to computer, busy looking up whatever - Chloe at her own computer

Only Anarchy/Chaos and Religion Suffering remain. No further action to be taken at this time, as I am not actually going to go through with a replacement - this is just a random observation that came to mind.

(And no, I am not going to use Kate for a Relgion Suffering equivalent.)
mc776: A jagged, splattery blue anarchy symbol over a similarly styled red chaos symbol on a golden field. (anarchy and chaos)
For indeed, when we came to Macedonia, our bodies had no rest, but we were troubled on every side. Outside were conflicts, inside were fears.

Nevertheless God, who comforts the downcast, comforted us by the coming of Titus, and not only by his coming, but also by the consolation with which he was comforted in you, when he told us of your earnest desire, your mourning, your zeal for me, so that I rejoiced even more.


I know I've made comments like this (not all of them on this blog) about a few games already, so to deal with that:
  1. the Mass Effect series was far, far more explicit with this. I kinda feel it's almost less effective for it, though it still remains a baseline for me as a videogame that can be read as an allegory for Christ.
  2. what I'm seeing in LiS completely blows what I've seen in Doom out of the water.
  3. there are zillions of games out there that go "descend into underworld, defeat its ruler, save the world, emerge victorious" and that without a lot of other Christ-pointing imagery is generally not really worth spending a huge amount of energy over.

For contrast, here are a few games where I don't read this kind of allegory, which I enjoy or could reasonably be expected to enjoy:
  • Anything in the Quake series
  • Half-Life
  • Diablo, to the point of actively refuting any such reading
  • Jill of the Jungle, Crystal Caves, classic Duke Nukem, really any of the old golden-age shareware platformers
  • Cave Story
  • Final Fantasy 6
  • LiS: Before The Storm, if I were to understand it as a work on its own independent of LiS, focussing only on Chloe and Rachel's relationship and Max as just a background character
  • Freedoom
  • Doom or Freedoom with Hideous Destructor (in retrospect I'm a bit surprised how I'd decided to specifically reject this reading by making a perverted version of it part of the big bad's villain speech)
  • Any of the new Doom games from 2016 onwards (there is still some to the extent they resemble the original Doom 1 and 2, but all the other stuff tends to water it down greatly)
  • The Baldur's Gate series (which may have distinctly Christian or post-Christian themes of redemption and sacrifice, but no allegorical reading easily presents itself)
  • Tell Me Why, at least what little I've seen of it. The twins are too equal and symmetrical in their relationship in a way Max and Chloe are not.

A great deal of "but what about", "but she doesn't", "Harold, they're lesbians" can be answered fairly simply that I'm not even beginning to aim for a perfect 1:1 here.

the spoilers begin here )
~

While compiling this list someone on Facebook shared a meme attributing to C.S. Lewis: Love is unselfishly choosing for another's highest good. Anyone who's read how Lewis uses the word "unselfish" in The Great Divorce and The Screwtape Letters is on alert at this point, especially upon considering the prospect of knowing someone else's highest good.

This is inspiring for me as I write this, but not likely in the way the meme-maker intended. Instead I'm just reminded of all the unselfishness described in those books and why the evil organization in the last Space Trilogy book is called "NICE" and what I wrote here:
The photo is the Ring. That, and not Max's time travel power on its own, is the Ring's true temptation: to make things right again, for everyone, for the world. Even if it means betraying your best friend and consigning her to a miserable death, angry and alone - and worse: turning everything that would have redeemed her soul into something not demonstrably better than "it was all a dream". All to maintain the power structures of the status quo, albeit bringing a few of its chaotic aspects to "justice".
The irony is, of course, that I myself was never able to accept the Christian faith until I gave myself permission to be a little selfish about my own salvation, whereupon everything began to make sense.

I've made snide remarks in the past about what I've described as the worst rationale for sacrificing Arcadia Bay: the insistence that all of my work, what I did as the player, have meaning. I still think it's a bad rationale, and best to downplay in light of so much better; and yet there's the echo of salvation even in that.
mc776: Life is Strange screenshot: David Madsen looking through Mark Jefferson's computer. (david mark computer)
The old world is dying, and the new world struggles to be born: now is the time of monsters.

La crisi consiste appunto nel fatto che il vecchio muore e il nuovo non può nascere: in questo interregno si verificano i fenomeni morbosi piú svariati.
[The crisis consists precisely in the fact that the old is dying and the new cannot be born; in this interregnum a great variety of morbid symptoms appear.]

Le vieux monde se meurt, le nouveau monde tarde à apparaître et dans ce clair-obscur surgissent les monstres.
[The old world is dying, the new world tardy to appear and in this chiaroscuro surge monsters.]

The exact nature of Max's power is ambiguous. On the one hand, the ability to go back and undo/unsay things seems exactly like the sort of scary manipulative bargains with the Devil that corrupts someone after prolonged use; on the other, the way it is opposed in the game consistently rhymes with suicidal ideations and at best survivor's guilt, filled with accusations and unworthiness and temptations towards destroying ties of love in the name of a "greater good" that rhymes with some of the worst totalitarian degradations of human freedom from the last century.

Read more... )
The implication here is that, when seeking reasons and causes connecting the supernatural events in this game, we're not primarily supposed to be working with rules of mechanistic if-then-else, but those of symbolic connections and organic relationships. Based on this, I do not believe that presupposing intent and personality, even if not necessarily on a fully human level, is at all unwarranted; once that approach is assumed, the implied conflicts and agendas naturally fall into place.
mc776: Life is Strange screenshot: Chloe Price looking through Frank Bowers' computer. (chloe frank computer)
(Intro post here)

This is a scrap bucket for miscellaneous issues raised by the previous posts in this series.

Read more... )

Conclusion

I think it's safe to say there is nothing conclusively disproving any alternate timeline's continued existence as a parallel universe, any more or less than we have in real life without time travel powers - but neither is there anything evidencing it. In any case, everyone acts like it's the final result that matters, because that's all they can ever hope to experience.

But I do believe that, based on what is portrayed in the game, no one - not even the player - actually experiences anything that would empirically support the continued objective existence of new timelines created through the focus. While a blazé heedlessness of their possibility is not called for and care should be taken while acting in a situation that one intends to "abandon" with an imminent focus, I do not believe any action should be taken that assumes their reality.

While doing more "moon" string searches in Lewis I find this perfect summation of the reasoning in my last post:
But the human mind will not long endure such ever-increasing complications if once it has seen that some simpler conception can ‘save the appearances’.


My own biases

The time travel stories I was familiar with as a child never postulated parallel universes, and only later in life did I see them become integrated into the fictional work as a way to explain away the grandfather paradox. I think the first might have been Mostly Harmless in which Arthur travelled to numerous alternate Earths looking for a home - which of course presumed constant, regular porosity between the parallel universes of the sort totally unseen in Life Is Strange.

Going from the summaries of parallel universe episodes in Doctor Who confirms my recollection that the parallel universe model became much more popular in the late 1990s and 2000s - in other words, all of Max's, Chloe's and Warren's lives. (Relatedly, the Simpsons episode summary below has always used the language of arriving into different realities; it was first written in 2010 with numerous edits since that preserve this language, whereas the episode itself aired in 1994.)

Other than the commentary by those three characters, everything in LiS is evocative of the older sort of time travel story, the kind which focusses on the magnitude of the unintended consequences of changing the past and generally either ignores the grandfather paradox or assumes the time travellers themselves are somehow insulated from it.

(The oldest, it seems from wiki, deal little with consequences of interfering with the past at all, but instead are about either only movement forwards in time (with or without hope of return to where they had started), or people going back only for their own edification or that of those they visit and either have no other effect on the past or at most find themselves to be forgotten contributors to historical events. No parallel universes in these, in any event.)



Two final timelines

For reference as to how the final timeline should look without Max's memory of that which has no longer happened, here's a summary of all ingame events from Chloe's POV.
obvious spoilers )
mc776: Life is Strange screenshot: David Madsen looking through Mark Jefferson's computer. (david mark computer)
(Intro post here)

For reference, here is a list of the photos used for the focuses, in the order taken:
Cut starts here for obvious spoiler reasons )


Conclusion

An interpretation of the focus jumps as creating independently existing parallel universes results in a great deal of fridge existential horror, a great deal of regular existential horror, immense and exponential cosmic fragmentation and fractal growth, and an ever expanding array of new systems that we would have to suppose to be there for no reason except to provide explanations for the ways in which the alternate timelines behave - or more to the point, are never observed to behave - despite the total lack of empirical support for any such systems existing.

All this, when a model of a single changing timeline can account for all observations with a tiny, elegant subset of the systems the parallel universe theory would have us conjecture.
mc776: Life is Strange screenshot: Frank Bowers eating beans on a Wednesday morning. (frank beans)
(Intro post here)

We see two distinct time travel abilities in the game: focus and rewind. Max's questions of alternate realities mostly come up in the context of a focus, though there is no inherent reason why this cannot be a concern for rewinds as well.

It is possibe that Max creates a new alternate reality with each press by the player of either rewind button - or even every frame of a continuous rewind. This has consequences that are quite unfortunate, and I dare to submit both therefore and despite, unlikely.

Read more... )


Conclusion

Everything about the way the story is written presupposes that no real alternate universes are created by the rewind, although at least one instance of it is mildly suggestive of such a creation in a manner similar to focus - which shall be dealt with in the next entry.
mc776: A jagged, splattery blue anarchy symbol over a similarly styled red chaos symbol on a golden field. (anarchy and chaos)
(Part 2: Rewind)
(Part 3: Focus)
(Part 4: Conclusion/Misc.)

[2020-09-10: These notes really were primarily only for my own benefit. IsraelBlargh does the same analysis within an actual fanfic in much better and more concise words (albeit more words because, you know, actual story), so read that instead: https://archiveofourown.org/works/6164365/chapters/14124193]

It's been 5 years but some people can still be affected by spoilers... )

One objection arises: if this stuff about alternate realities isn't supposed to be real in the game's internal logic, why even bother mentioning it? Against this argument by Chekhov's Gun, I humbly submit Caulfield's Axe.

That said, even if we proceed with reading the game as having a single unified reality that is altered directly, I'm not going to suggest we take any particular care not to talk about it sometimes as though it were otherwise. In particular, comparing how 2 major characters turned out 5 years after a major life-changing event being averted, versus 5 years after it had happened, gets much less clumsy and awkward if we can just use different words for each of them as though each variation were a different person.
mc776: A jagged, splattery blue anarchy symbol over a similarly styled red chaos symbol on a golden field. (anarchy and chaos)
Two small figures on a mountain/hilltop during a lightning storm. One is in front and standing over the ledge, holding some bright shining thing. Before the below are crashing waves, or flames, coloured an ominous red.
The final decision point in Life Is Strange is certainly a conundrum. The way it is articulated is much closer to what Saruman presents to Haladdin in The Last Ringbearer than the moment of weakness in The Lord of the Rings but the game is clearly more connected to the latter while missing both the originating quest to destroy the Power and the final moment of ultra-rational, involuntary eucatastrophe present in either. So I decided to see if drawing some parallels could help come to an answer.

The Hella Ship of the Ring: obvious LS, LR spoilers )
mc776: A jagged, splattery blue anarchy symbol over a similarly styled red chaos symbol on a golden field. (anarchy and chaos)
Just some thoughts on making the gym system less predatory and more like the way it's depicted.

First, let's establish a few observations:
  • The gym fights take place in a big stadium where presumably people are watching.
  • The Pokémon actually want to fight, and get something out of it.
  • The Pokémon are "kicked out" when defeated while out of "motivation", which implies that this is at least in part a choice to stay, or at least its state of mind is a relevant consideration.
  • The Pokémon are not directly motivated by coins gained, as they cannot interact with the coins directly at all.

Everything about the lore and the aesthetic and the in-battle mechanics is geared towards ritual social violence, but the social dynamic for the actual players is almost pure resource predation: all your incentives have you getting in through the path of least resistance and avoid engagement as long as possible until it's time to collect the reward (possibly through your opposing-team alt account created for this purpose, if your gym is particularly well hidden).

So with that in mind, I'd like to imagine going to a better monstrous pocket dimension. I can think of a few marketing, accessibility and lore reasons why nothing remotely like this will ever reach PoGo, but hey, if I ever get to develop an AR monster fighting app...

Basically, the monster's honour must be satisfied before it is willing to leave. Also, chairs. )

And, of course, anyone would be able to spectate any ongoing fight.
mc776: The blocky spiral motif based on the golden ratio that I use for various ID icons, ending with a red centre. (are you a monkey)
Second picture

EDIT: And that same gun in video

EDIT2: But let it never be said that I do not like any new FPS, here's some Unfinished Swan:

I know this

If life is illusion, then I am no less an illusion, and being thus, the illusion is real to me. I live, I burn with life, I love, I slay, and am content.

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