Monday, January 25, 2016

a vivid start

Beginnings starts off this Gallery Vault season with a bang, or maybe it would be more appropriate to term it a splash, as the vibrancy of color seems to be a major theme here. Diverse student artists are represented in the show, but each presents their (usually painted) work as an attack of pigment on the viewer.


This kind of work is pretty representative of the painting that's coming out of the department these days, and it's refreshing to see a shift from the more cool and conceptual type of art that's been common. There's not anything wrong with work that engages primarily with ideas over form, and all work does both to a degree, but ideas have been a bit over-represented compared to medium and the physicality of materials. It's interesting, but a broader discussion than we can have here.



Suffice it to say that anyone interested in the Cloud art scene can expect more of this work out of GV, especially considering the next show is new works from Brittany Oman. Britt's paintings seem to have a depth and complexity somewhat separate from the formal quality of the paint that she uses. It comes, I believe, from an interaction with title. This reminds me of the tesseract and other four-dimensional geometries, for example. We await the rest with trepidation.

Wednesday, December 30, 2015

review: soon it will be cold enough

After most of the tracks on Emancipator's Soon It Will Be Cold Enough came up on my downtempo electronica station, I felt like I had to review it sooner or later. I trust Pandora enough that when it feels I'll like something that much, I give it a chance. It's usually right, and in this case it is, though not without reservations.

Emancipator is Douglas Appling, an artist out of Portland who seems to have burst self-formed out of the Zeus of that culture's music scene. He released Soon and within a few years and one more album release formed his own label, Loci Records. He's now touring solo and has also toured with Pretty Lights, a true titan of the genre. Since Soon he's put out four other studio albums that I haven't yet had the pleasure of hearing, and though his first offering might fall short in a few places, it shows enough thought, depth and craft that I'm anxious to finish out this review so that I can go listen to his more recent releases.

Soon starts with "Eve", one of its strongest tracks, a melancholy number that mixes piano, assorted rhythm samples, and a soothing but also haunting female voice. "Eve" holds together very well and guides us through heights and valleys without forcing the point. Its blisteringly fast beats don't conflict with the twinkling of the piano melody and the ghostly character of the voice that we want to hear more of, but never quite do.  Moreover, they combine and weave together nicely. It's this weaving and smooth combination on "Eve" that makes "First Snow", two tracks later, easily the strongest song on the album and the one that I keep coming back to week after week. "First Snow" also plays with samples of speech appropriated from other sources, a technique that comes all the way from Dark Side of the Moon, but its holistic use in Soon reminds me most of the way speech samples were used so expertly in Endtroducing..... by DJ Shadow. I can't help but be reminded of "Building Steam With a Grain of Salt", despite the differences between the two tracks.

Other parts of Soon are appealing as well. "Maps" has a well textured background to contrast against its piercing piano, and the inclusion of audio from Ernest Shackleton's expedition to the southern polar regions are a masterstroke in how they are placed as an epilogue to that track. Ultimately, though, the concept that I keep coming back to in trying to describe the experience is texture, and it's here that Soon leaves me with a yearning I can't quite place. Trip hop is largely about different kinds of sounds with very different timbral qualities bumping around in the same staff space, and sometimes the album achieves this well. Some tracks, especially in the meandering middle of the album, seem to rely on unique sounds too much in lieu of complexity of notes and phrases.

The greatest failing of Soon is that I seem to want ten percent more of something that I can't articulate. Ten percent more kinds of sounds, ten percent more interplay of notes, ten percent more background texture. "Smoke Signals" is a good example of this, as is the title track, "Soon It Will Be Cold Enough To Start Fires". Many tracks feel like they want to build to something, some musical exclamation point or question mark, but never do. Small and minimalist can work, of course; see Boards of Canada. But many of Soon's tracks seem just a bit too fast paced and rhythmic to really work as quiet meditations, even though they seem to want to. That they're also too slow and thoughtful to work as upbeat dancy tracks is beside the point, though a few ("Father King") feel like they're leaning in that direction.

For a first release, however, Soon has plenty to recommend it. What it needs is not polish around the edges, but expansion and elaboration at its core. And, as I mentioned before, enough tracks really do hit the mark in a solid and memorable way that I'm excited to hear the rest of Emancipator's work, which is probably the best thing to take away from an artist's first album.

Saturday, November 7, 2015

from aphrodite to athena

Weirdly, there are no male angels in the Magic: the Gathering cosmology, at least in recent years. This is confusing to me. The game has of late been criticized for having a particularly regressive set of tones, themes, and artwork especially as compared to its early days. In particular, art before the Weatherlight block was much more open and accepting of a variety of artistic styles, whereas contemporary card art is essentially neoclassical painting. But the angels are weird conceptually. Why do we have an entire race of good looking women when no other fantasy trope is so gender biased? And why angels specifically? Why not goblins or orcs or vampires?


But it's not just the art, and it's not just M:tG. You could argue that the Asari from Mass Effect fulfill the same trope considering their affinity for space magic, though I think there is more sex at play there. Can we just chalk this up to something as basic as the male gaze--the sexualization of women for an assumed-to-be-male audience? While I don't doubt it's a contributor, I don't think it's the whole story. It still doesn't explain why a race of characters that are literally a messianic symbol are gendered female. Consider the Innistrad set.



Avacyn is specifically referred to as the angel of hope, and her return from exile names the final expansion of the block as a coming out from darkness. Until this point, the themes of the set can basically be said to be "We're all going to die." She is implied and seen in narrative to be extremely powerful, and in gameplay she actually prevents every card you control on the field--including herself!--from being destroyed. On top of this she is barely sexualized, perhaps less than any other female in M:tG.

This isn't the male gaze, or, at least, this is a different kind of male gaze than the sexualized one which has characterized the history of fantasy pop culture. This isn't your girlfriend; this is mom.

Although this is but one example, it's a representative one. This is a different kind of "troping" of characters, and females in particular, than I've grown up knowing and reading about in the context of gender, but I feel that it speaks to a change in the way that games, especially high fantasy games, create superheroic characters. The male fantasy is no longer the submissive, biddable woman that serves his every desire but has no agency of her own 1. It is the powerful, sheltering mother-warrior-goddess woman that can protect him from the terrifying world and, most of all, save the day in the nick of time. Men don't want Aphrodite anymore; they want Athena.

To some degree, this is understandable and not even that problematic. When we fantasize about an ideal partner, we want someone who is strong enough to help us when we are in trouble and kind enough to act as a balm to soothe our wounds. Furthermore, when you look at forms of media that are at least perceived (rightly or wrongly) to be created for a female audience, you find that the same kinds of power figures there are weighted male. Supernatural? Twilight?

If this is what we think of when we think of a perfect woman, I say bring it on. This allows women to be idealized in a way that has nothing to do with their sexuality. Athena burst forth fully formed from her father's head. She never lost a battle, ever, marking her as perfect in the traditionally male dominated sphere of war. Her wisdom and compassion were legendary.

Is the mere presence of the Athena character empowering to real women, though? Doubtful, but I'm not convinced it's oppressive either. I think it's less that the standard portrayal of an ideal female is changing and that that's bad, but that we get more idealized females than we get idealized males, and that we have fewer non-idealized females than non-idealized males. Non-sexist writing doesn't mean we can't have Wonder Woman and Black Widow. It means every woman shouldn't be one or the other.

And more controversially, I think if we want to be fair and equal about the presence of some characters being idealized hero-goddesses that we can unconsciously fantasize about saving us, then maybe we need some male counterparts? Sometimes people talk about the muscled super-hulk being a male power fantasy rather than a female sexual fantasy, and I buy that to a degree, though I'd speculate it's probably more a matter of creators who imagine that's what women want. But there are a few examples of powerful male gendered characters representing both male power and female sexual desire.


More Thor? As a guy, I could live with that.

1 - Ironically, Avacyn is an artificial creature created by the wizard-vampire Sorin to protect his home from falling too far into darkness. This might say volumes itself, but this aspect of the character isn't emphasized on any card and is buried in the backstory, and by the time the set occurs, Avacyn is an independent character with her own agency.


Monday, October 26, 2015

civilization and ludic eurocentrism

Sid Meier's Civilization is a eurocentric game.

Now, I know what you're going to say to me. You're going to say to me "No way, Jake! You're full of crap! Look at the balance of western vs. non-western leaders and civilizations portrayed in the game. Look at the fact that those leaders speak their accurate native languages (or close approximations thereof), and that the units you control do also! Raargh, I'm angry that you're wrong!"

Well, hopefully you won't say that last part. But you're right! Civilization as a series does have a very good track record of representing traditionally marginalized societies and groups. It uses as a measure of who should be included not only expansionist success and historical fame, but also internal political achievement and successful defense against colonialism, as well as making an effort to include nations that might have been great had they not been outright exterminated.

But centrism is about more than that. It's not merely the erasure of certain peoples' contributions to history, which Civilization laudably doesn't do. It's instead a totalizing system of values that emphasizes some things and de-emphasizes others. It tells us--in the case of Civilization, through gameplay--what is important and what is not important. Civilization is Eurocentric not because it whitewashes history or under-represents certain groups, but because of what it is about: expansion, conquest, and technology.

As I see it, these have been the things that seem to have been viewed as important to western powers, at least in our understanding of them. What do we study in Western Civ 101? The expansion and conquest of the Roman Empire. The wars of the middle ages. Colonialism. The Renaissance. The Enlightenment. The Napoleonic wars. The world wars. The cold war. Granted, we do hit religion, industrialization, the rising middle class, and the change in theories of government, but I feel that the balance lies on the side of foreign policy and the Idea of Progress over the social.

For any historians who take issue with this, I am willing to concede that this might be a historiographical problem on my part. But if it is, it is a history that the designers have also bought into and that informs their decision making. Expanding your territory and researching new technologies are the two things that are absolutely critical to success in the games. Later entries have allowed a more peaceful and less expansionist approach, but even these are either dependent on earlier expansion (economic, cultural) or also easily facilitate the militaristic path (diplomatic, scientific).

This type of centrism is necessary, and we shouldn't fault Firaxis for participating in it. In fact, that's such an important point that I'm going to repeat it. We shouldn't fault Firaxis for participating in eurocentrism to the degree that they have. Because of game mechanical concerns (what some scholars have taken to calling Ludic elements), you could not have a non-centric game, or at least not a successful one. A game that attempted to give equal weight to all of the things that nations, states and societies have viewed as most important and have focused on would be terrible. It would be a nightmare for the player to micromanage and contain so many interconnected systems that it would collapse under it's own weight. Because Civilization is a game series and not a historical analysis, it must necessarily emphasize some things at the expense of others.

But...what would a different Civilization game look like? What if we made a conscious effort to emphasize the traditional concerns of East Asian civilization, for example? I am not a historian or an East Asian studies major, so my understanding is limited, but I'll speculate.

Given collectivist tendencies, a sinocentric game might focus a great deal more on internal rather than external strife. Your empire could have a "harmony" value that represents your overall social cohesion. Let it fall too low and face the risk that groups of your cities could attempt to break away into independent empires, or that pretender armies might try to seize power. You could be forced to balance the competing demands of accumulating technologies from foreign trade and preventing foreign cultural influence. If ahead in tech, you could play the cultural colonialist role and sell your advances for influence or exotic resources. Expansion and warfare would still be a big part of your strategy, as these are things that every state has struggled with, but they might have an impact on your harmony stat or your foreign cultural influence. It's a matter of what's emphasized.

This is obviously a cursory speculation, and if anyone with more knowledge about both East Asian culture/history and strategy games wants to fill out my ideas, or call me out on where I'm wrong, I'd look forward to hearing from you.

Thursday, October 15, 2015

waking nightmare on west st. germain

Hypersomnia, a gallery show by Anna Ault, just opened at The Gallery Vault, and it's a terrifying beauty to behold. Although the physical gallery space itself remains the faux cheerfulness of the white gallery cube, but nothing beyond that has even the slightest inkling of cheer, simplicity or even sanity. Rather than visiting a gallery show, the experience of Hypersomnia is more akin to falling into a version of Alice's Wonderland written by Wes Craven with the Mad Hatter played by Heath Ledger's Joker.

Anna's work is a chaotic mess, but that's a credit to it on even the worst of days. When it's great, like in Hypersomnia, you end up with either a visual or conceptual call to madness, a controlled chaos that evokes Hitchcock's Birds and Lévi's Baphomet in equal measure. This makes sense considering both the title and the artist's own struggles with the specter of death at an early age. In these contexts, the works take on a somnolent quality that brings to mind the twisted worlds of Lovecraft's Dream Cycle and the feeling of being trapped in a world of imagination, longing for a return to real life. Chaos reigns here.


The formal quality of the work is predominantly linear, but is balanced by these well known animal images, which draw you out of the visual as soon as it begins to become overwhelming. Birds and goat-demons are simultaneously a threat and a friend for Anna, like an alternatively abusive and loving relationship that one cannot escape from. Fish and snakes are more humorous and playful, to the degree that anything can be in Anna's warped world. Once you have a moment to ponder the meaning of a bizarre image like that of a purple rat in a full hazmat suit devouring the neck of a human man, the tangle of lines and overlapping shapes draw you back in.

This Matisse-like push and pull of image and concept continues as you pass each of the exactingly worked 204 pieces in the show. By the end you're dizzy and profoundly disturbed, and in my case, profoundly affected with a desire for more. Perhaps hearkening just a touch back to the cacophony and speed of the Italian futurists (though without their juvenile love of war and the machine), lines and shapes and collide with printed and drawn matter in a way I'd hesitate to call controlled chaos. A better metaphor, if I'm not overloading you with enough comparisons already, would be to the kaleidoscopic nature of David Lynch's films had he worked with H. R. Giger. One thing leads to another that it shouldn't naturally lead to, but the connections seem to be implied nonetheless.

Anna's work pushes against the Duchampian trend toward minimalism and high concept that characterized the art of the second half of the twentieth century. But it also proves that a formalism of exacting detail need not neglect a gut-punching emotional character. Anna's going places. I'd recommend you get to the show and grab onto her coattails (or, rather, tail feathers).


Hypersomnia is open 12 pm to 3 pm October 16th, 17th and 18th, and The Gallery Vault is located at 708 West St. Germain Street in St. Cloud.

Most of the works in the show are for sale, and the artist can be contacted for price and availability at annaault@yahoo.com

Monday, October 12, 2015

the happy dog problem

I originally posted this to Facebook, and I hesitated to post it here because it's not strictly related to the topics of this blog and I'm worried about having to great a diversity of topics. I decided to go ahead anyway. If you have no interest in philosophy, go ahead and skip down to the next post.

You are sitting in a dog park when you notice a dog in the distance. This is a happy therapy dog that lives in the park and whose job is to cheer people up by playing with them. The dog is very good at this job. People always seem very happy after interacting with him, and more than one person has remarked that playing with the dog turned a bad day into a good one.

You’re about to go play with the dog when he dashes away toward another person, barking and wagging his tail. This other person is clearly extremely sad. You’ve never met this person but he or she has clearly suffered a devastating tragedy of some sort, and is on the verge of tears. The dog is currently running toward the sad person at full speed.

Closer to you than the sad person is a group of five people who also look extremely sad. You’re not sure if they know each other or not, but you’re guessing that they probably don’t since they’re not interacting. In an astonishing coincidence, they each seem just as sad as the individual sad person.

You know this dog well. You’ve interacted with him before and have built a rapport. You can reasonably expect that if you call him, he will come. Furthermore, you’re close enough to the group of five sad people that you could easily use your calls to steer the dog toward them.

However, the sad individual looks as if he or she is about to leave the park. If you call the dog now, the sad person will leave the park before you have time to get to them and cheer them up yourself.

Two questions:

First, do you call the dog over to cheer up the five sad people instead of the one?

Second, if you are familiar with the question known as “the trolley problem”, do you believe that your answer to the happy dog problem is fundamentally or essentially different from your answer to the trolley problem? Why or why not?

Sunday, October 4, 2015

at the crossroads of GIFT and teamwork

So, I'm reading Playable Pedagogy, specifically Alex's comment on being a noob in Dota 2.
I hesitate to play any real matches against real opponents because my teammates warned me that if I play with others, I will be verbally torn apart if I can’t play decently. This is the main reason I stay away from collaborative gaming.
As a friendly gamer who regularly joins pick-up groups in MMOs, this is incredibly disheartening to hear. I know what she means; Gaming in multiplayer for nearly twenty years has given me my fair share of interactions with the slime and human detritus that lie waiting in the gutter of the gaming community. What I mean is that it's incredibly disheartening to hear that yet another person has been turned off from gaming with strangers because of this. I hear it all the time and, unless it subsides or we can change the conversation, it's going to continue to damage the reputation of the hobby and turn away the more thoughtful people who might help make great games and great multiplayer experiences.

Maybe I'm different in not being as bothered by these things. I grew up in Quake II, where trash talking was simply one of the rules of the road. You didn't have to instigate—I never did—but you at least had to tolerate it. There was also respect there if you could bite back sharply and cleverly after you were bitten—but only once; making a big deal out of it was seen as getting emotional and thus embarrassing. I'd liken it to the way stand-up comics are expected to deal with hecklers by making a joke at their expense and then moving on.

But trash-talking is probably the least disquieting form of internet abuse in most cases, especially because you expect it coming from the other team and because it has a long history in competitive activity outside gaming. It's another thing entirely to hear your own teammates rip you open and tear out your entrails.

This is a phenomenon that's fairly unique to internet competition. For example, can you imagine what the reaction would be if, during a post-game interview, an NFL quarterback blamed his offensive line for folding up and his receivers for dropping clean throws and also refused to address what he could have done differently? He'd be canned before they could get him off the air. There's no place for this in athletic competition, so I don't buy the often stated argument that people playing Dota or other MOBA games are more aggressive because they're more competitive.

One of the things at work here is clearly GIFT. In 2004, Mike Krahulik, who draws and sometimes writes for Penny Arcade, articulated in a simple formula what internet veterans had unconsciously known on some level for years: why people are jerks on the internet.

Fig 1. John Gabriel's Greater Internet Fuckwad Theory
This is, of course, comedy, but it's important because it articulates in an extremely accessible way a foundation for further understanding. Personally, I think it's an oversimplification that is essentially true nonetheless. On the academic side, psychologist John Suler was writing contemporary to Krahulik and published a well-cited paper on what he termed the Online Disinhibition Effect, citing six primary factors for the change. Whatever the specific reasons, it is well documented that online interactions do cause people who otherwise might be reasonably helpful, or at least neutral, to become hostile.

So how does this influence Alex's concerns about being a noob and the particular brand of hostility directed at new players? She has a point there:
I think what experienced gamers get out of noob-shaming is more self-serving than that. I think experienced gamers reinforce their experienced-gamer-culture in part through noob-shaming.
Maaaaaaybe. I'd need to know in more detail what she means by "experienced-gamer-culture," but I'm skeptical. I know many experienced gamers across many different games and in many different communities and only very rarely is a part of that culture an exclusion of outsiders. A preference for insiders and a respect for knowledge and expertise, possibly, but not a closing of the culture.

What makes more sense to me is to explain it as a form of blaming the thing. There's a video of a chimpanzee eating a lemon, clearly disliking the sour taste, and then attempting to smash the lemon in apparent punishment for the foul flavor. You can see this in humans too sometimes; people who stub their toes very hard on an object will sometimes kick the object out of a reflexive anger that comes from a wholly irrational place. By shifting blame onto others, we can avoid the shame of our own failure.

I mentioned that I wasn't as bothered by these things; I game with strangers in spite of their occasional hostility to me. For a long time I felt like getting used to this was a process that everyone had to and would go through, a forging-in-fire that resulted in stronger people and the ability to shrug off trolls. But if the number of friends who have vocally expressed their aversion to gaming collaboratively is any indication, I'm clearly wrong on this.

We need more thinking and scholarship on the issue as it relates to gaming if we want to create a more welcoming environment for people who aren't willing to go through that fire. Playable Pedagogy, "tag you're it."