If Raymond Chandler had written Kanye West’s “Gold Digger” it might have looked like this

July 16th, 2010 § 1


(above video for your reference only)

The dame tried to lift my cash like a hot air balloon. She had me with a look I could feel in my hip. She was a gold digger — she came at me fast, but I wasn’t a golden boy. I knew her story. I could see what she was going for and it wasn’t me. My scotch soaked jacket and cigar scented shadow threw her off my trail. I knew her story and it wasn’t a pleasant one. Just go dance girl, go ahead and dance.

This dame roulette met a guy at the Times Gazette. She had a purse by Chanel under her arm like a long necked gazelle. She called him a man because the cut of his suit. She could tell he’d had enough dames to fill a milk can. He told her, “not any bird will do,” and asked if she was the one. The psychic told him she would have the eyes of Claudette Colbert, Joan Crawford, Greta Garbo.

He took her up to Hollywood. Pulled up in a washtub pretending to be a taxi. They had a bite to eat, but her wallet was thin as a toothpick. Her legs could make a bishop turn coy so he paid off the tab. She’s been around the block more times than a meat wagon on the Fourth of July.

Years later

I heard this dame popped out a kid with a face like a bucket of mud. The poor sap’s paying for it while driving around the valley, lost like an onion on a sundae. He’s flashing his smile on a newsreel for money. She was supposed to buy the kid a ball cap with this money. Instead she had her lips pumped like an allergic bee sting making her face look like an amputated leg on its way to the opera.

His lawyer probably pushed for a pre-nup. Her voice, smooth as a golden egg, disappeared the idea.

Years later

He finds out the kid wasn’t even his.

I’m not saying you’re a gold digger ma’am. You just want a man to smoke, but not to spot the flame. When his wallet gets thinner than his hair you leave. Poor guy’s trying to work his way up like Coolidge in Massachusetts. You don’t care though, you’re a gold digger.

Performing the Mundane

July 14th, 2010 § 0

“This everyday world affects the way art is created as much as it conditions its response.” – Allan Kaprow

Everyday we as human beings get up and do our routine. We take a shower, we work, we love, we eat with utensils, we travel. It’s these mundane events that add character to our lives — whether it be the type of job we have, the kind of furniture we own or the type of people that like us. This accumulation of the mundane is how we become known to acquaintances and thus becomes the way we convey our story to the outside world.

Video games do not generally catalog these everyday worlds, but that doesn’t mean some haven’t tried. While The Sims latches onto this idea full force, it fails to recognize the other portion of the equation: the incredible. In a mystical, magical world, like say, a video game world, the incredible is arguably the most important facet of engagement. But by encompassing and utilizing  the mundane,  plotless narratives can develop, even if the designers don’t intend on it.

Take Fable II as an example. If you’ve played the game yourself, you’d likely describe the narrative of the game as being something like this: I found a box, wandered around the world, bought a house, got a husband/wife, accidentally cheated on husband/wife when a Frankensteinian scientist resurrected a woman who fell in love with me on first site, had children, gave gifts to peasants, worked at the blacksmith, watched my dog die and then did some big event for some reason I can’t remember.

The most important takeaway in Fable II is the mundane, it’s not the plot. The plot is a bland revenge fantasy — but the hours the player spends working, exploring, expressing and emoting is the narrative the player walks away with. It’s these seemingly trivial things that not only affect the world’s view on you, they have an effect the outcome of the game — they make the narrative what it is.

While Fable II takes this idea to its maximum, it still has the issue of being convoluted in its plot. Would anyone have minded terribly if the plot was removed? Or rather, if the narrative itself just naturally built up to a logical end, as opposed to working in opposition of the mundane narrative? I’d like to think not. I’d like to think that the plot of the game would have benefited immensely from just existing in the background — maybe even happening on “accident.” Either way, it’s one of the few games that do this — and many others could stand to learn a thing or two from Fable II.

Take the Mass Effect series. Here you’re given the opportunity to save the universe — twice (three times, perhaps?). But what exactly are you saving? Sure, Bioware does an excellent job of layering the world together to reveal a semi-livable place — but who are you? What defines you? In Mass Effect it’s your reactions that define you, it’s how you react to conversation nodes. Comparing that to Fable II, where your actions define you showcases the primary difference between the two. In one, you react to the world, in the other, the world reacts to you. Because of this reactionary measure, Mass Effect is a bit doomed to always play as an experience rather than a full fledged life. Who is Commander Shepherd? We only get the emotions of him/her, we never see the mundane. Do space cowboys even have a mundane?

I could go on and on with a slew of more comparisons, but I think I’ll end here. The main argument I’d like to make is that the mundane is okay — no matter how extravagant or over the top the plot of a game is — it’s the personal narrative that’s going to have an effect on the player. We don’t need action all the time — look at a game like Far Cry 2, now get rid of the random encounters — now think about how normal it would be to drive across the environment and how incredible it would be.

It’s the mundane, the commonplace, the everyday that makes a narrative worth exploring — it’s not the plot. After all, as the saying goes — before enlightenment we chop wood, carry wood — after enlightenment we chop wood, carry wood.

Time Will Tell

May 7th, 2010 § 0

Just a quick update – Time Will Tell will be released soonish. When is that? The future if course.

?

April 29th, 2010 § 0

Boom! Screenshot 2

April 3rd, 2010 § 0

Time Will Tell who these characters are, there names are one through four, or rather, one, two, three, four. Which is which? Do you wonder or care? Can we move through time? Can we… see through time?