Thursday, March 15, 2012

Fresh Renegade for VGHVI, 15 March: plan

To enliven the conversation tonight in our VGHVI playversation about Mass Effect 1 and 2, I'm going to start a new renegade, as a kind of prequel to Hasty's career, which actually began only in ME2. But I'm going to use the Genesis DLC, at least as an opening gambit, because I've been fascinated by the idea of that sort of performance materials since I heard about.

So: the plan is to create a Fresh Renegade, who might be a plausible antecedent for Hasty, and see if the performance process reveals to me anything about the transhistorical nature of the epic hero, always recreated at the same time afresh and as a variation on his ancient self.

Wednesday, March 14, 2012

Time out for (a) "Journey"

I don't feel adequate in the slightest to the task of talking about Journey after only playing an hour of it. But I want to register here that I've started this new practomime, and it makes me think that a relationship between ethics and aesthetics, arising out of inherited mechanics but transcending them, is gathering steam.

Everything you hear about the "multiplayer" (scare-quotes because it's not multiplayer according to most previous understandings of the term) is true, but only scratches the surface. There is much work to do here, both in elaborating the practomime (that is, playing the game) and in reading its effects.

Pragmatic Paragon, 14 March: ABOR

"ABOR" stands for After-Bardic-Occasion Report. It's an assignment I use in my (Gaming) Homer course; it seems to get modern bards like my students to the heart of the performative side of digital practomime pretty directly. Here's mine for today's session.


Pragmatic Paragon really does feel like he’s my real character, because especially of his face, which I had to reconstruct due to the face importing glitch; Perfect Paragon is based on the same character, ultimately, from ME1, as this pragmatist, but I went with the default face at the start of ME3 when hit with the import glitch on Perfect's creation.

Spent some time with the new search and recover mechanic, and actually like it--the “real first” playthrough thing has merit; just as being lost on Hasty Renegade destroyed my appreciation of the landscape, having to figure out the changes in the exploration system on Hasty destroyed my engagement, and thus any pleasure in my performance, of those initial fumblings through the galaxy-map. Now on Pragmatic, though, it feels, well, pragmatic to recover some salvage.

ME3's search and recover mechanic is more straightforward than mining in ME2, which I grew to love but which was very time-consuming. The changes have an upside and a downside, I think (I miss the way my controller shook when I hit a rich vein), but the basic mechanic is the same, and something well worth thinking about especially in relation to my character-performances.

I took this note: cannot figure out the loadout screen for the life of me; then I put in some time and figured it out. Either it's horrendously-designed, or I'm getting old, but I even eventually was able to master the weight mechanic, which gave me a small "aha" moment at the very least about the fact that I had gone from a spammer of Singularity to a waiter-for-Singularity-to-recharge.

A final verdict for now on "real first" performances--that is, second performances in which you get things right for the first time: all in all, there is some value in encountering performance materials for the actually first time, just as there is some value in sight-reading music--or sight-reading homeric Greek, for that matter. 



The virtuosic peformances that nourish our souls, though, always come later.

And then there's Garrus being dead, through my obtuseness, in this career. “Where would Garrus have been?” asks Liara. “Right in the thick of it,” Pragmatic responds. Irrevocability. Does this moment exist this way if there are no performance materials where Garrus is alive? Not a chance.

Topics for analysis suggested by this session's peformance:

  • Narrative combat difficulty: most importantly, I think the friendly critics of this approach don't understand how bad I am at combat. Perhaps a very good example of the absolute essentiality of peformance in making rulesets legible--or, to put it another way, how it's the instanced performance of the player that we can and should read, rather than the ruleset itself.
  • Absence of dead characters: having Garrus just not be there, in a place where he "should" have been there, is really very jarring. I need to unpack that "should."
  • Different faces on my paragons: in what way does it matter what my character looks like, when that appearance mechanic is so completely isolated from the rest of the mechanics of the practomime? Is there a sense in which I myself, the player, constitute a link in the game's ruleset between the appearance mechanic and the rest of the ruleset?

Pragmatic Paragon, 14 March: planning

My plan for today's session: take the Pragmatic Paragon in where the Hasty Renegade went yesterday; don't get lost this time; see whether not getting lost makes me feel more heroic.

Pre-session question: what is the importance of the second playthrough? Is there a sense in which a second playthrough is actually somehow a "real" first playthrough? Focus for that question: the issue of getting lost. Because I spent so much time being lost in my Hasty Renegade session last night, it feels like today's Pragmatic Paragon session will be my "real" introduction to the performance materials.

Is there then a "rehearsal" dynamic at work in practomime that I haven't noticed yet?

Tuesday, March 13, 2012

The triumphs and sorrows of Hasty Renegade

I always forget that whatever career I play first, the dominant feeling of much of that career will be frustration, as I run around trying to figure out where the next objective is. Thus, as I moved towards the completion of an important diplomatic cum military mission to rescue a Turian VIP, I spent ten minutes running in circles shouting "Why don't I have a map? Why don't I have a map?"

I did, thankfully, arrive in the nick of time.

One thing I notice looking at the "War Situation" through my Renegade's eyes; I feel real despair based on the amount of time it will take to build the resources, and the learning curve involved in figuring out how to do so. Along with that feeling comes the idea that it's well to encounter these odds with this character: she's tough enough to take it, and tough enough even to lose. I have the feeling that I wouldn't want to let my Paragons try to find their ways through this maze of mechanics.

It's this interference of player concerns and performative concerns, of course, that I'm trying to analyze. I take my inspiration from the way the bards of Iliad and Odyssey (particularly the latter) let their own concerns as bards shape their tellings of the stories of their heroes. Immersion is nice, but if we want to understand how it works, we have to see it in the context of performances by players who live outside the world into which their performances immerse them; pretending that there's some, I don't know, "Magic Circle" that prevents my frustrating at not having a map from mattering within the gamespace would be silly.

The sieve of reflection

As this new way to blog about living epic emerges, one thing that seems to make sense is to intersperse occasional reflective posts that will function as a sort of intellectual sieve, and help figure out what if anything from from the past day or so of play is worth keeping around for analysis.

Some candidates:

  • Hasty Renegade has always had a very interesting relationship with Garrus, and so seeing him alive last night (I was truly convinced that he was one of the four I'd lost in this career) was a really narratively significant moment, but in a way that took me out of the diegetic situation, since Hasty Renegade herself obviously couldn't have forgotten that Garrus was alive. In an ideal medium, perhaps, it would be possible for me to play in such a way that my surprise at seeing Garrus somehow did get communicated into my performance, but that wouldn't change the bifurcation of performance and player--the reason this moment was interesting and potentially enlightening for my understanding of my performance and of who I am becoming as a result of it was that my extra-performative surprise resonated with the feeling I've always attributed to Hasty Renegade of professional admiration of Garrus from a distance, tempered with a healthy dose of rivalry. Since they're both snipers, they very rarely go on missions together, and when Hasty Renegade explored Garrus' dialogue tree in Mass Effect 2 I was conscious of reacting with a mixture of sympathy and renegade-ish disdain for his letting his emotions get the better of him no matter how much he pretended not to be. This dynamic is potentially interesting in the way it provides a perspective on interaction between inside the story and outside the story through player-performance.
  • "Nonrepresentative" keeps bubbling to the top of my mind. My question is "Nonrepresentative of what?" My preliminary answer "the tradition." For me at least this seems to be the first direct evidence of communication of a tradition that in the days of the bards was associated above all with two things: professionalism, and the Muses. To tell me that my Mass Effect 3 performance is nonrepresentative is to tell me that I lack a relation to some font of game-performance inspiration. Many blog-posts in that vein, I think, to come.

Monday, March 12, 2012

The siren song of the Renegade

After some multiplayer with AcademyofDrX that came out of the blue, I've decided to take my Renegade in to rescue the Turian Primarch. There's something about her that makes me think she wants to be the first into the galactic battle, and that she wouldn't let the Paragons get in ahead of her.

The difficulty is that the amount of time I have to spend running around looking for things suits my feckless Paragons much better than it does her. . .

And hello, Garrus! Thought I'd lost him in this career.