- In talks with awesome people like David Carlton and Mattie Brice about making two VGHVI Thursdays a month into podcasts, one of them being the first Thursday symposium, the other being a single-player night (starting with Skyrim, huzzah) probably on third Thursdays. Stay tuned.
- Finishing up my submission to GLS8.0, a worked example about mapping learning objectives to play objectives in Operation ΜΗΝΙΣ.
- Getting unexpectedly excited about THATCamp Games in less than two weeks. The bootcamp the practomime team is going to run may be a model for the future.
- Looking forward to Operation ΚΛΕΟΣ 3.0 in the spring semester, which starts a week from tomorrow. I think I may finally have nailed the balance among Homer, video games, and the course ARG.
- Looking forward to using Operation ΚΛΕΟΣ to bootstrap myself into the Bethesda article that will complement what I think is the very cool BioWare chapter coming out in this book.
Sunday, January 8, 2012
What Roger's up to, January 2012
Friday, October 7, 2011
The Cave, unpacked: part 3
Then, in that post, came this bit:
If there’s an emotional basis to the famous passage from the last book of Republic where Plato has Socrates speak of the ancient quarrel between poetry and philosophy, that’s what it seems likely to me to be: Plato sees how powerful his own education, centering on homeric epic, has been in determining the way he looks at and acts in the world, and is mad at the figure who perpetrated it. He’s frustrated that it was so hard for Socrates, and is so hard for him to think past that education into the new philosophical world that he wants to create in memory of Socrates. He envies, perhaps most of all, Homer’s seemingly ineluctable control over the ruleset of the cave-culture game within which the Athenians have risen to power, fallen from it, and finally ended up in a cultural position that Plato must have regarded as going nowhere.
This is, I think, the way game-designers hate games like HALO and BioShock, even as they often play them to death, and enjoy “hating on” them in every conceivable corner of the internet. Maybe in that very modern, fanboyish sense of the word “hate,” I was on target in my post--Plato is a Socrates fanboy, and he’s jealous of Socrates’ indie cred. So perhaps a more accurate formulation would have been “Plato was jealous of philosophy’s cultural credibility”--the game that he was designing, a game perhaps on best display in the middle to late dialogues, above all Republic, Timaeus, and Critias, needed to establish itself, just as the books of Herodotus and Thucydides sought to establish themselves, in contradistinction to the hegemonic game of “Homer.”
Remember that “jealousy” and “envy,” when used properly, are different, though related, emotions: we’re envious of what we don’t have (that we may have it), but jealous of what we do (that we may keep it): Plato’s emotion, such as it was, was perhaps the feeling that the grand practomime of philosophy could not but be under siege from the apparently grand practomime of epic.
2) Plato hated Homer—the sheer number of times Socrates tells us, especially in Republic, that Homer (whom he thought of as a single person, though at this blog we know better) was pretending to be something he was not, proves that beyond a shadow of a doubt.Again, this declaration is probably a bit too broad--the word “hate” is of course much too strong. If the statement is true, the negative emotions Plato felt towards the fictional Homer whom he believed to have been a real writer were probably much closer to anger, frustration, and envy than to hate.
If there’s an emotional basis to the famous passage from the last book of Republic where Plato has Socrates speak of the ancient quarrel between poetry and philosophy, that’s what it seems likely to me to be: Plato sees how powerful his own education, centering on homeric epic, has been in determining the way he looks at and acts in the world, and is mad at the figure who perpetrated it. He’s frustrated that it was so hard for Socrates, and is so hard for him to think past that education into the new philosophical world that he wants to create in memory of Socrates. He envies, perhaps most of all, Homer’s seemingly ineluctable control over the ruleset of the cave-culture game within which the Athenians have risen to power, fallen from it, and finally ended up in a cultural position that Plato must have regarded as going nowhere.
This is, I think, the way game-designers hate games like HALO and BioShock, even as they often play them to death, and enjoy “hating on” them in every conceivable corner of the internet. Maybe in that very modern, fanboyish sense of the word “hate,” I was on target in my post--Plato is a Socrates fanboy, and he’s jealous of Socrates’ indie cred. So perhaps a more accurate formulation would have been “Plato was jealous of philosophy’s cultural credibility”--the game that he was designing, a game perhaps on best display in the middle to late dialogues, above all Republic, Timaeus, and Critias, needed to establish itself, just as the books of Herodotus and Thucydides sought to establish themselves, in contradistinction to the hegemonic game of “Homer.”
Remember that “jealousy” and “envy,” when used properly, are different, though related, emotions: we’re envious of what we don’t have (that we may have it), but jealous of what we do (that we may keep it): Plato’s emotion, such as it was, was perhaps the feeling that the grand practomime of philosophy could not but be under siege from the apparently grand practomime of epic.
Friday, September 9, 2011
The Cave, unpacked: part 2
So, since no one seemed to object to my idea of using Living Epic, for the foreseeable future, as a place to riff on my stuff at PlaythePast. . . The next bit of that post is:
More ironic: if I’m right that the shadow-puppet play of the cave is in large part Plato’s metaphor for the education provided by Athenian culture, comprising above all the epics of the homeric tradition, then Plato is using “Homer” against “himself.” The philosopher wants to be free, specifically of Homer.
But doesn’t it take a critic who loves Homer to create this fantastic, nostalgic web of irony and metaphor?
When I say in that post that Plato “loved” Homer, I’m using “loved” as a short-hand for something like “regarded as indispensable and ineluctable,” but this riff may let me follow on to some sort of greater love, albeit one much more complex. Homer was Plato’s education, as it was Socrates’; how could Plato despise it, when it had led him whither he had arrived, able to imagine a world outside the cave?
When we who are trying to use such insights to reform education yet again think about our own educations, I hope we can treat it much as Plato treated Homer--rejecting gently but firmly, speaking of ancient quarrels, but acknowledging, as Plato does in the story of the cave, our eternal debts.
Here’s what you need to know starting out: 1) Plato loved Homer—the sheer number of quotations from Homer, made in passing by Socrates and others, almost always provided to give unquestionable support to a commonly understood point, proves that beyond the shadow of a doubt.I suppose if there’s a difficulty here, it’s in what I mean by the word “loved.” Let’s look at an example--and where better to find it than the story of the cave itself. Socrates, in telling his interlocutors about how strongly the philosopher, who’s been outside the cave, would reject the life of the prisoners, quotes the Odyssey. Not just any passage, either: Socrates quotes the famous words from the mouth of the shade of Achilles in the underworld, about how he’d rather still be alive as the meanest slave in the world than be king of the dead. Ironic, huh? The philosopher would rather be in the upper world--the “real” world--than in the lower one, just like Achilles.
More ironic: if I’m right that the shadow-puppet play of the cave is in large part Plato’s metaphor for the education provided by Athenian culture, comprising above all the epics of the homeric tradition, then Plato is using “Homer” against “himself.” The philosopher wants to be free, specifically of Homer.
But doesn’t it take a critic who loves Homer to create this fantastic, nostalgic web of irony and metaphor?
When I say in that post that Plato “loved” Homer, I’m using “loved” as a short-hand for something like “regarded as indispensable and ineluctable,” but this riff may let me follow on to some sort of greater love, albeit one much more complex. Homer was Plato’s education, as it was Socrates’; how could Plato despise it, when it had led him whither he had arrived, able to imagine a world outside the cave?
When we who are trying to use such insights to reform education yet again think about our own educations, I hope we can treat it much as Plato treated Homer--rejecting gently but firmly, speaking of ancient quarrels, but acknowledging, as Plato does in the story of the cave, our eternal debts.
Friday, August 26, 2011
The Cave, unpacked: part 1
I’ve been searching for a way to use this blog, where I’ve done so much that I’m proud of, as something other than an adjunct to what I’m doing as part of the team at playthepast. The difficulty is that the mission of playthepast is a superset of the mission with which I founded this blog, and there’s not a single thing that I’d post there that wouldn’t be appropriate here, either on the scholarship (how Homer and Plato can help us figure out what’s going on with games in the modern world) or on the pedagogy (how Homer and Plato can help us figure out how games can serve as an engine for educational reform) side.
On the other hand, I don’t feel as constrained here at Living Epic to avoid my tendency to formulate things abstrusely, and so as of today I’m undertaking the experiment of taking my recent string of posts about Plato’s cave (which are in fact mostly rewritings of posts originally made here) and unpacking them further, and more obscurely, here.
The posts at playthepast are written to bring the arc of my scholarly project into close contact with my pedagogical one. They pick up from the scholarly foundation I’ve built over the past seven years of the analogy between the form of practomime called homeric epic and the form called narrative videogame, and move through the scholarly edifice I’ve been building on it since 2008, of the way Plato’s reaction to homeric epic can help us contextualize videogames’ role in modern culture. From there, in recent weeks, the playthepast posts have turned towards applying the blueprints of that edifice to the building of learning practomimes like the ones on which my UConn team and I are at work.
At any rate, I want to start with the post that makes the turn to Plato. It starts like this:
The former of those things is the basis of the practomimetic curricula we’re working on at UConn; the latter is the basis of my current work on the digital narrative videogame, which to this point comprises my analysis of BioWare’s epic style and will I hope soon also comprise analyses of the Bethesda, Bungie, and Square Enix styles.
So that kind of thing is my idea for Living Epic going forward. If you have a strong feeling about it’s worth or lack thereof, I’m pretty easy to find on social media these days, and I love both thoughtful conversation and bruising intellectual brawls.
On the other hand, I don’t feel as constrained here at Living Epic to avoid my tendency to formulate things abstrusely, and so as of today I’m undertaking the experiment of taking my recent string of posts about Plato’s cave (which are in fact mostly rewritings of posts originally made here) and unpacking them further, and more obscurely, here.
The posts at playthepast are written to bring the arc of my scholarly project into close contact with my pedagogical one. They pick up from the scholarly foundation I’ve built over the past seven years of the analogy between the form of practomime called homeric epic and the form called narrative videogame, and move through the scholarly edifice I’ve been building on it since 2008, of the way Plato’s reaction to homeric epic can help us contextualize videogames’ role in modern culture. From there, in recent weeks, the playthepast posts have turned towards applying the blueprints of that edifice to the building of learning practomimes like the ones on which my UConn team and I are at work.
At any rate, I want to start with the post that makes the turn to Plato. It starts like this:
This post takes us from homeric epic to a key moment of its reception in classical Athens, Plato. In it, I cover ground I’ve also covered in print, in a chapter in the collection Ethics and Game Design.The first thing to say is that although I like my chapter in Ethics and Game Design very much, I’ve managed to move beyond it in the past year: in the chapter I manage to say, pretty much, “Plato tells us that mimesis only teaches when it gets interrupted the way Bioshock interrupts itself”; now, in these posts, I’m capable of saying also two more things, “I know how to interrupt mimesis to make that learning happen” and “I know how to analyze, and learn from, videogame mimesis when it doesn’t get interrupted.”
The former of those things is the basis of the practomimetic curricula we’re working on at UConn; the latter is the basis of my current work on the digital narrative videogame, which to this point comprises my analysis of BioWare’s epic style and will I hope soon also comprise analyses of the Bethesda, Bungie, and Square Enix styles.
So that kind of thing is my idea for Living Epic going forward. If you have a strong feeling about it’s worth or lack thereof, I’m pretty easy to find on social media these days, and I love both thoughtful conversation and bruising intellectual brawls.
Thursday, July 28, 2011
Operation ΜΗΝΙΣ: after-action report
Operation ΜΗΝΙΣ is in the books. Most of the nine students who stuck it out have done extraordinary things. Seven of the nine made some kind of A, and I sincerely believe that they would have those A’s no matter how the course was being assessed, but that at least four of them wouldn't have had A's if the course had been delivered in a traditional way. What I see in these students' work is what I can only describe as a “situated” attitude about ancient Athens that far exceeds anything I’ve ever seen in even the best students in this course previous to it being turned into Operation ΜΗΝΙΣ.
The easiest way to characterize that attitude is by describing their ability to make connections between texts. In the traditional version of the course, year after year I’ve lectured until I’m blue in the face about how Thucydides and Sophocles are talking about the same problems in pre-Peloponnesian-War Athens, but the exam essays answering the question "How are Thucydides' and Sophocles' views of Athens similar?" always came back in the form of a laundry list. I never managed to get students to think about it like a classicist until I had Aeschylus, grandson of that Aeschylus, introduce my students’ avatars to the grand-daughters of Pericles.
And the way I see this difference is in a trivial little mechanic I used for the very first time: team annotation. The texts for the course are all on Google Docs (all public domain), and the operation team earned Hellenism Points every time they commented on the text. Casually, at the end of the course, they drew connections between Plato and Homer, Aristophanes and Thucydides in those little comments that were hardly bigger than tweets, and then they shared those insights with their individual character-teams as they deliberated on what action to take in 399 BCE without even realizing that they had absorbed an understanding of ancient Greek culture far more nuanced than that of the A-students of past years.
I think that’s because they knew they needed to use the intel in these texts to figure out how to meet the challenges their characters face in ancient Athens. At the end of the operation, they were trapped inside Plato’s head as he tried to figure out how to deal with the death of Socrates. The ΜΗΝΙΣ operatives had to figure out how to help him, by explaining to him why he wrote what he wrote. They couldn't have done that unless they understood how he agrees with Thucydides and Euripides about the reasons for Athens doing things like killing Socrates.
Their final exam--their final boss fight--was of course to justify, on the basis of everything they’ve read and “seen,” their characters’ votes to convict or acquit that same Socrates. And when they did that justification, to my great joy, they voted as Athenians. That is, they achieved the learning objectives of Classics and Ancient Mediterranean Studies 1101.
This post originally appeared at playthepast.org.
Monday, April 18, 2011
Epic choices, and the lack thereof

This post serves as a prelude to some heavy oral formulaic lifting I’m planning to do in a subsequent one, following on from the more general argument I made about immersion in my previous two posts on games and homeric epic. Hopefully, these posts will clarify both the similarities between the interactivity and immersion to be found in oral epic and that to be found in games, and their important differences. My central contention is as usual that the practice of homeric epic was fundamentally ludic, and that an understanding of the rules of that practice, and how they worked themselves out in the narrative of the epics as we have them, can help us understand our own ludic (that is, to use a term that continues to be contentious, gamer) culture better. So even though the play I’m analyzing in this post is mostly far in the past (with a sizable nod towards Bioshock in the end), I’m convinced it has a significant impact on the present and future of playing the past, too.
The first thing you need to know to take this epic journey with me (sorry--the jeux de mots that go with “epic” are really hard to resist) is a little about the ninth book of the Iliad, one of the most famous and influential texts of all Western literature. Let’s start with the inoffensive-seeming word “book” itself: both the Iliad and the Odyssey as we have them are divided into twenty-four separate books. These units of the stories didn’t become formalized into “books” until the epics were written down, probably some time in the 700’s BCE, but there’s reasonably good evidence to suggest that a bard might have sung for an evening’s entertainment just about the same amount of stuff as is in a single book of the epics as we have them. So we can think of Iliad 9 as a self-contained piece of epic performance.
By Book 9 of the Iliad, things have become pretty bad for the Achaeans (the guys usually called “the Greeks”—the ones who have come to Troy to get Helen, the wife of one of their number, back): their greatest warrior, Achilles, the son of a goddess, has refused to fight for several days now, and the Achaeans are losing ground very quickly. Agamemnon, the overlord of the Achaeans and the guy at whom Achilles is pissed off, finally gives in, and authorizes an “embassy”—a delegation, basically—to go to Achilles and offer him fabulous wealth if he returns to battle. In the book as we have it, Agamemnon sends three ambassadors, Ajax, Odysseus, and Phoenix. Achilles, who is (not coincidentally) singing epic to his friend Patroclus when they arrive, responds (long story short) with these immortal lines:
My life is more to me than all the wealth of Troy while it was yet at peace
before the Achaeans went there, or than all the treasure that lies on
the stone floor of Apollo's temple beneath the cliffs of Pytho.
Cattle and sheep are there for the thieving,
and a man can get both tripods and horses if he wants them,
but when his life has once left him it can neither be gotten nor thieved back again.
For my mother Thetis tells me that there are two ways for me to meet my end.
If I stay here and fight, I shall not return alive but I shall have imperishable glory:
but if I go home my glory will die, but it will be long before death shall take me.
To the rest of you, then, I say, 'Go home, for you will not take Troy.'
The simplest reason for this recomposition is that in the absence of writing a bard couldn’t sing a tale the same way he had before--indeed, the system of oral poetics in which he had trained was a way of dealing with the difficulty of accurate memorization in an oral culture. Just as importantly, though, audiences, as we saw in the first book of the Odyssey, always like something new. Bards, as we saw in that passage, made a virtue of necessity, and instead of trying and failing to re-produce a song that had won acclaim, elaborated it differently the next time.
Now a bard who was singing a part of the big story called “The Wrath of Achilles” (what we know as the Iliad) couldn’t change the fact that Achilles comes back to battle, eventually to die. But he could most certainly change the way that coming back went down. At some point, one bard did, and came up with the immortal lines I quoted above about what’s been known forever after as the Choice of Achilles.
But there’s an amazing tension here to which critics rarely call attention, perhaps because it seems to undermine the meaning of the Iliad. The absolute necessity that Achilles will return to battle--the shared knowledge of bard and audience that it must happen--means that the Choice of Achilles actually isn’t a choice at all. And the bard of Iliad 9 uses that necessity with stunning virtuosity. It doesn’t seem to me to be an exaggeration to call this moment in the Iliad the Birth of the Tragic: the choice that is no-choice, in the face of which we must say οἴμοι, τὶ δράσω; (oimoi, ti draso “Alas, what shall I do?”) and know that that question has no meaning.
And strangely enough this is also where we get back to games at last, because games are beginning to use such necessities to similar effects. Achilles, that is, can’t leave Troy any more than the main character of Bioshock can, at the crucial moment of that game, fail to do what the game requires of him, or the player to participate--willingly or unwillingly--in that fictional action.
[Bioshock SPOILERS AHEAD]
At that crucial moment, evil objectivist genius Andrew Ryan tells the player-character to kill him. The murder then takes place in a cutscene in which Ryan says, over and over, “A man chooses; a slave obeys.” The player has no choice, as the Achilles of the Iliad has no choice: both are, according to Ryan’s formula, slaves.
But both the bard of Iliad 9 and the creators of Bioshock call attention to this lack of choice in a way that gives rise to a much richer and more complicated meaning: a kind of meaning that only a ludic narrative practice could yield. The player-character of Bioshock and the Achilles of the Iliad are slaves to the same extent that Andrew Ryan, Agamemnon, the bard, the creators of Bioshock, and we ourselves are all slaves. To understand the non-choice of Achilles and the non-choice of Andrew Ryan is to understand how complex and perhaps illusory is free will itself.
Only an overtly ludic, interactive, immersive performance practice can interrupt interactivity in the service of creating this kind of meaning. The implications, as I hope to show in future posts, are fascinating for our understanding both of Iliad 9 and of Bioshock; in fact, those implications reach even deeper into our intellectual history in the way Iliad 9 underlies both tragedy and a crucial part of the thought of Plato. After all, the guy released from his seat in Plato’s cave has to be dragged kicking and screaming into the light, his interaction with the marvelous shadow-puppet play interrupted for good, in a pale echo of the terrible fate suffered by a gamer who has to take out the trash.
Wednesday, February 23, 2011
The BioWare style: index

This is an index to my "BioWare's epic style" posts. The chapter is in revision now, and looks likely to make it into the final volume, yay. It turned out quite different in some ways from what I envisioned. I'll post links when the volume is published, in case anyone wants to put his/her cash on the barrelhead.
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