Tuesday, 29 September 2015

Geek Control 2 Major Tim: World of Warships, avoiding n00bitude in the early game

Following up on my previous post, I'd like to talk a little about things you can do as a new player in WoWS to avoid being a bad player. There are certainly a lot of people out there trying to teach new players about some of the do's of the game, so here are a few don't's that might just save you from justified abuse in game, or even a flat out ban.

As previously mentioned, you should not be too hasty to get away from your starting ship. The full explanation for that is in my last post, but the real reason you will want to avoid getting off to too quick of a start in this game is that certain ship classes have complex gameplay mechanics, and worse, can be unforgiving when you make a mistake. Sticking with the tier one starter ship for a while will give you a chance to experiment with the controls and basic gun mechanics while you figure things out, as well as giving you an arena to screw up in that will be pretty forgiving.

If you want to advance, and lets face it, who doesn't, you should probably try out the American cruiser line. The American cruisers aren't inherently easier than other ships, but they capitalize on the things you learned in the first tier ship, such as basic maneuvers, gunnery, and teamwork. What they don't have is torpedo armament (except for the tier 4 and 5 ships), fragile health, and poor maneuverability. These are the three things that get people killed the most, after lack of teamwork.

You should avoid playing destroyers as your first tech tree to grind out, as they are fragile, rely on torpedoes, and also rely on stealth mechanics. Without doing a little reading, or watching some expertly delivered tutorial videos, these ships can be an absolute dead end for new players to captain. Torpedoes, as I have said before, are difficult weapons to master, and can become a bigger habit to your own team than to your enemies if mishandled. The single most common mistake I see new players making in the game is spamming torpedoes at the enemy fleet without knowing their range. Torpedoes typically have a much shorter range than most guns, and have a slow travel time (faster than a ship travels, but slower than a shell). This means that if you fire torpedoes at a ship 10km away, and your torpedoes only have a 5km range, you've wasted your time, and any friendly ships nearby will be in danger. Make no mistake, if a friendly gets killed by your torpedoes, it will be your fault. Friendly players have enough things to pay attention to without worrying about their allies blowing them up from behind, so the line, "you should have been paying more attention" is pretty weak. DD's also rely heavily on sharp maneuvers and stealth to stay alive. The number of DD captains I see ploughing into islands and being obliterated while they are stuck on a beach really does emphasize the point that new players need to spend more time in slower ships, doing their maneuvers far from land. Finally, stealth mechanics are complex, and will not save you until you learn them properly. Most new players will captain their DD, firing blind shots into mountain sides out of sheer lack of attention span, which immediately reveals them at longer ranges. In short, don't play a rogue if you like walking in the sun.

Battleships are also a ship that newbies should take to slowly. While the potential for screwing up is smaller indeed, these ships still have major problems that make them unfriendly to new players. Notably, battleships require very large areas to turn their ships around. They also are slow to shift their rudders from side to side, meaning that all maneuvers require advanced planning in order to pull off effectively. These are not ships that respond well to a captain suddenly changing their mind about direction, or being caught by surprise. A good BB captain must always plan their maneuvers and even their gun rotations, as well as having an excellent all round perception, and feel for the pace of the battle. When circumstances develop, a BB captain must react before things get out of hand, and make no decisions after the moment has passed. In other words, new players need not apply. Also, new players are likely to get overly excited by the prospect of a BB's excellent armour and huge health pool. This leads them to bite off more than they can chew, and get dead at the tip of a torpedo volley. The most common mistake of BB captains? Sitting still and firing from a distance instead of staying mobile. The number of battles I've seen lost because the friendly BB's just sat their and did not react to the battle boils my blood. The other most famous mistake is when BB captains plot a perfectly straight course and switch to gunsight view, never switching back. The Mighty Jingles comments endlessly on this one, joking at how many BB captains sail straight into easily avoidable torpedoes, when even the slightest course correction would save them.

Don't captain a carrier without watching a video first... That is all.

Hopefully this gave new WoWS players some thoughts on how to not suck at the game. Really, I do want to help, and to see the overall quality of the gameplay improve. Next time I'll talk a little about the low tier American cruisers, and give you an idea of what to expect. I won't warn you off the Japanese cruisers, as they are damn good fun to play, but just remember that they always carry torpedoes, and until you learn how to use them, you definitely shouldn't touch such weapons.

Happy sailing.

Sunday, 27 September 2015

Geek Control 2 Major Tim: World of Warships for Newbies

World of Warships recently went live, and the game has been flooded with new players, all looking to get themselves hooked on the fast-paced, explosion-laden naval combat. The game is free to play, meaning that there is little to no restriction on who can play, but this also comes with the problem that frequents most F2P games, which is its vulnerability to being swamped with casual players, and botters looking to grind their way up the ladder without actually playing. The quality of play is certainly not as high as it was during the closed beta, and with so many new players looking to joining up, I thought now might be a time to give some tips to new players, starting with an introduction to the most newby friendly ship lines, and a few ideas on how to get good at the game fast.

To begin with, your first ship will be a dinky little cruiser with no real specialty, and no real character. While you may want to get away from it as fast as possible, you should instead consider spending a few hours plugging away in it. The ship has no complicated gameplay mechanics associated with it, except for basic manoeuvring and gunnery. It is a good ship to get used to sailing in, since it has tight turning, fast rudder shift, and won't get you killed every time you make a mistake in plotting out your course. Similarly, the starter ships have no torpedoes, meaning you won't become a hazard to your own team as you figure out how to use the damn things. The guns are simple, and will get you used to the idea of ranging and rotating your guns for maximum effect. I'd also practice your aim at these tiers, figuring out how the AP and HE ammo system works. Go out and read up on it quickly, so as to avoid spamming one round or the other, without ever understanding what you are achieving. The final benefit of these low tier ships is that they won't likely encounter most of the other ship classes in the game. For the most part, your starting ships won't encounter carriers, or particularly powerful destroyers, and the kind of ships that will make you confused and unsure how to respond. You might even discover the value of teamwork at this tier, or at least learn how to exploit your enemies' distractions in order to punish them.

After your first tier, I recommend jumping in to American cruisers as your first ship line to grind. American cruisers mostly don't use torpedoes, and will focus instead on gunnery and manoeuvers to achieve victory. Spending some time grinding out this cruiser line will mould you into a much better player than you would be if you decided to try out destroyers, or battleships, both of which are more complicated to play. Remember that cruisers are support ships, and while they can be dangerous alone, they are even more dangerous when supporting bigger, tougher ships, like battleships. In my next blog, I think I'll explain a little more about early American cruisers, but also give some more reasons why you should hold off before going nuts with torpedoes. For now, I'd just recommend you watch some training videos, and stick with the advice I've listed here.

Happy sailing

Thursday, 27 February 2014

Breaking the Old Boy’s Gaming Club: a surprisingly non-vulgar rant from a gamer



There is hardly a field of employment, sport or entertainment left that has yet to be effected by the quest for equal rights between genders. The twentieth century saw women’s rights in the workplace undergo dramatic changes, which still continue to be hotly contended, as “old boy’s networks” and entrenched inequality is slowly rooted out and seen to. While equality of pay and opportunity is certainly at an all-time high, there are still small vestiges of hobbies and activities that are traditionally held to be boys-only territory. Whether hobbies like tabletop gaming, video gaming and roll playing have become boys-only because of their stigmatic “nerdyness” and association with male-oriented fantasy, or have simply become the go-to activities for young men in that are socially inept and are driven away from more socially engaging activities, such as sport and clubbing, it is still the case that such activities remain difficult for women to approach, at least without the fear of finding the environment and activities hostile to their presence. 

Without a doubt, much of the modern popular cultural focus has shifted to pander to the interests of the so called “nerds”. The former cultural outcasts and shut-ins have been discovered by the mainstream media, and are now targeted as the most valued commercial audience in the world. Don’t believe me? Just look at the shift in Hollywood toward big budget fantasy and science fiction, not to the mention comic-book movies that now dominate film culture every single year. Pop culture and advertising now pander so much to the mighty nerds that it is little surprise that the silent population of lady nerds and geekettes now finally have public acceptance of their interests and no longer fear ostracization from their peers for something as simple as liking Dungeons and Dragons, Dr Who, or metal music, instead of being expected to like Taylor Swift, and guffaw at the sight of Ryan Gosling (they probably still will, but it’s not mandatory “oh, Ryan”). 

Yet, in spite of the emergence of the nerd as the new cultural norm (I call it the: ermahgerdence), female gamers found themselves ostracized by perhaps the last group in the world that one might expect: namely male gamers. Let’s face it, video gaming has for the last thirty years been oriented toward men, and more particularly teenage to young adult men. It’s fair enough that game developers should target young male gamers for their products, as they still make up the vast majority of their customers, but this constant and entrenched preferential treatment has most-definitely made male gamers one of the most over-privileged audiences around. Almost every game that is released by the triple-A companies invariably features power-fantasy violence, overtly-sexualized women (or none at all) and frequently rewards its players for any act that is overflowing with machismo. Again, this is simply catering to the majority of a game’s audience, and is excusable on the part of the developers from a profitability standpoint. What are not excusable are the reactions of male gamers to the steadily growing female gaming demographic that must now also be catered to, and the male gamer’s flat-out hostile and even violent reactions to criticisms of their precious games for being chauvinistic or depicting women in a crude and immature fashion.

Female gamers, game journalists and various commenters have met vicious abuse from male gamers for so much as daring to have an opinion on a game, even a positive one, and heaven help the female gamer that dares to offer a negative criticism. Male gamers have always had a reputation for rowdiness among their own ranks, a result of the anonymity that the internet provides, and perhaps the former lack of girls to behave properly around. However, this anonymous mask has led to vocal internet commenters, particularly gamers, taking their opinions and rage into the real world and striking at real targets. This has in the past had its amusing side, with gamers enacting revenge on the likes of the odious Fox News, who regularly stir up fear-mongering attacks against the gaming community. However, the darker side to this practice becomes apparent when male gamers start to take out their anger on individuals, especially those that are simply trying to enjoy their own gaming lifestyle, or are possibly trying to contribute to the gaming community in general.
Anita Sarkeesian was one such avid gamer who wanted to use video games as a medium for explaining feminist theory. Her series, hosted through her website Feminist Frequency, investigated a fascinating array of feminist tropes that were explained beautifully using games as examples. It is little surprise that she soon became the target for despicable personal abuse from male gamers that accused her of trying to take the balls out of gaming, or ruin their boy’s only club. Perhaps an even more pathetic example of this behaviour occurred when independent game developer, Zoe Quinn, received similar attacks on her character, not to mention the hacking of her email, and perhaps most shockingly, being actually physically stalked by detractors, all for the simple crime of winning a grant to develop a video game. Yes, she was derided and publically shamed, and all for the crime of being a talented game designer that isn’t a man.

This behaviour is not only an embarrassment to young male gamers everywhere, but a greater stain on the gaming community. Gamers had long been perceived as a collection of outcasts and introverts, and often wore the mantle of the social inept that couldn’t score a date with a pretty girl even if the gamer were smeared in jam and hundred dollar bills. Finally, male gamers have come to be not only accepted, but recognized as the new focus of popular culture, and who now have a chance to welcome and integrate women with similar passions and interests into their lives, and instead they are retreating to the safety of the comfortable old boy’s club. 

It’s easy enough to understand why male gamers can regard their hobby with such conservatism. After all, none of us want our personal happy place to be invaded and changed. I like to keep my viewings of Lord of The Rings completely free of intense real-world drama, and don’t like it when people start to bring up plot holes and book to film inconsistencies. It is my happy place, and I don’t like it ruined by non-fans of the films, or by having it subject to overt scrutiny. Similarly, some male gamers see the arrival of larger numbers of female gamers as an invasion of their private kingdom, and the need for greater sensitivity in game design to account for this increasing female gamer population is viewed similarly as unwanted scrutiny and exposition of their hobby’s prejudices.
The problem with regarding gaming as a private kingdom, or boy’s only club, is that gaming is far from a private activity. Putting aside the fact that the most popular games in the world are almost inevitably multi-player, and so must be examined within a communal lens, gaming is also an industry, one that is now subject to the same level of publicity and scrutiny as film or television. Major gaming companies should be called out when their games continue to exhibit rampant sexism and pander to the sexual proclivities of young male gamers. These gamers can no longer claim that this is their private world. Their hobby has become popular. It has become a national pastime for many countries. It is no longer okay for gamers to claim that only young white men play video games and therefore the voices of other gaming minorities are therefore irrelevant. 

The pressure to bring maturity and sensitivity to game development does not mean that games will no longer pander to the desires of the young male gaming demographic; on the contrary, this demographic is still the major target audience. Games will still be developed with themes and content aimed at this majority. What will change, however, is that developers will have to begin sculpting their products to remove excessive objectification and mitigation of women represented in their games. Hopefully this will have a long-term positive impact on the industry, and on subsequent generations of male gamers, who will be better acclimated to more realistic, better represented female characters, and no longer feel entitled to wallow in pubescent fantasies of women that games traditionally offered. 

It will be a long and difficult prospect, dislodging the inbuilt privilege of young male gamers. As with dislodging any privileged class from their comfort-zone, changing the attitudes of male gamers toward their female counterparts and their effect on the industry will be met with fierce resistance. The process will probably take decades, but will hopefully lead to a more equal society of gamers, and better, more maturely-crafted games as a result. As a long time male gamer myself, I am the first to admit that I still enjoy the industry’s pandering to men like me, and that I do sometimes become defensive when my hobby is brought under unjust pressure to grow up, or to stop revelling in violent content or immature humour. However, I also understand what it is like to be socially inept and to seek escapism and solidarity among my fellow gamers, and so I encourage my fellow male gamers not to shut out newcomers or outside critique, but to welcome the presence, contributions and opinions of the growing female class of gamers. Let them bring a little class and grace to our hobby, and let them know that it’s okay to enjoy this formerly boy’s-only club. Perhaps we can all learn to be a little less inept together.

Wednesday, 19 September 2012

Advertising.

This week I have seen two advertisements that caught my attention. Both were accompanied by music that stirred me in very unusual ways. The first was an ad for pharmeseuticals that was played to the tune of Boston's More Than A Feeling. Somehow I'm not sure that was Boston's original intention for that particular tune. Now I am willing to let this slide, yes, this actually doesn't piss me off all that much. Advertising companies will rape pretty much anything for a buck, and I think that most of us can easily accept this fact. While I like More Than A Feeling, it doesn't hold enough meaning to me to really get me upset. That was until the next ad I saw.

While I'm not expert on music, I am a bit of an amatuer film buff, and so the second song went beyond the usual irritation. This time it was an insurance company, and it was accompanied by an odd little tune that took me a moment to recognize. The music was a tribal choir that was getting used for the purpose of making it seem that the insurance would add some level of serenity to your life. While I suppose I can trick myself into seeing what the advertisers where trying to achieve, I also couldn't help but recognize the music. The song was from Terrence Malick's The Thin Red Line. The music was used in combination with footage of the Melanesian Islanders to juxtupose the horrific violence of the Pacific theatre of World War 2 and its modern combatants. Now I'm not going to act all elitist and say that films like this are sacred and above criticism, or emulation, but I can't help but find myself genuinely angry when music that so perfectly illustrated the futility of war would now be turned to such a pathetic, and meaningless cause.

I don't need to tell anybody of the parasitic, and ravenous nature of advertising, but sometimes I can't ignore it when it vandalizes something that changed my view on the nature of life, death, and violence. I won't get sanctimonious and ramble about imaginary communities that live in some sort of perfect harmony with nature (damned if I'm living without a toilet), point out the problems of modern societies, or try to convince you of the excellence of Malick's film. But what this film, and these voices represented was hope surrounded in monstrousness. My frustration exists because hope can only grow into reality with time and patience, while it can be hurt in an instant by greed. Had the advertisers stopped and considered the context of this music for a moment, then perhaps they would have realized the futility of their role in this world. My frustration is starting to thin now. Not from apathy, but from the irony that I am getting angry on behalf of a cause whose goal is to condemn hatred. Now I do feel silly.

"I have seen another world. Sometimes I think it was just my imagination."

Thursday, 24 May 2012

Starship Troopers Review: Or How I Learned to Stop Worrying and Love to be Wrong.



In 1997 I saw a movie that tickled all of my primordial teenage senses, like the kind of senses that make every teenage boy think he can fight hordes of aliens in a spandex uniform. For its time Starship Troopers was a visual feast—with effects from Phil Tippet who gave us the Jurassic Park dinosaurs—and it was a gory sci-fi celebration of cartoonish violence, camaraderie, and a few cheeky snippets of nudity. What thirteen year old boy wouldn’t completely flip his lid in anticipation? Mothers would wrinkle their brows in disgust, censors would point fingers at violent video games, and all the while we happy teenage boys would watch again and again to relive its highlights. I’m twenty-six now, and it suffices to say that I, like many of you, have moved on from most of the irresponsible fantasies of my youth (except maybe for the occasional snippets part). So now I stand clutching a DVD case of this film with fifteen years of retrospect, two sequels, a cartoon series, and a copy of Robert E. Heinlein’s original book, and I find myself drawn to one conclusion: This movie outsmarted me. It outsmarted me, and it outsmarted the vast viewing majority. It outsmarted many of those critics that watched it just once, and even some of those who watched it twice. But what is really remarkable, and is possibly the film’s greatest quality, and greatest weakness is that somehow this film managed to outsmart itself.

So now I know that you think I’m crazy. Here we are talking about a movie that contains the line: “They sucked his brains out,” and I’m somehow supposed to convince you that this movie was too subtle for the mainstream audience, and even for a sizable part of the critical establishment that panned it for being either a big dumb blood fest, or for being a raving fascist’s wet dream. Even to this day I try to explain what an amazingly clever film this is to fellow writers, and find them looking at me like I’ve fallen out of a tree. So then, how is this big budget CGI showcase, and rightwing gunwank all that different to the modern schlockbusters of the Bay establishment? Well, when we take a moment to lay out all of the main features of ST, we find that the ingredients for a truly subversive piece of satire are actually quite obviously present. We first notice the combination of writer and renegade former-studio exec Ed Neumeier, and the legendary provocateur and sometimes filmmaker Paul Verhoeven. Given the joyous satirical romp that was Robocop—this pair’s previous venture—we should have all heard the claxons wailing, and the big red arrows directing us to the sign that says, “You are not meant to take this at face value”. Next we can take another look at the source material. The ST movie is quite famous for how greatly it diverges from the Heinlein novel, and in critical debates this has sometimes overshadowed the movie’s own qualities. Ever the topic of late night internet flame wars, and forum-based intellectual debate—with “your mum certainly thought so” being the typical clinching argument—the major differences between the film and book should have also be a sign that the we should not regard the film as a true adaptation of a book that is quite unambiguous in its militarist connotations.

Okay, so if it is actually a clever satire then what is this joke that we all apparently missed? To put it frankly, the joke here is that the movie was intentionally designed to make us root for a mindless swarm of violent monsters, and I’m not talking about the insects. As the film comes to its final moments we see our protagonist Johnny Rico has completed his development from a low scoring high school jock with no ambition, and no real grasp of the society he lives in, has evolved into a suicidally loyal soldier that honestly believes that his state’s cause is just, that his enemy is a grotesque and inferior life form, and that any one man can win the war. At this point the film kicks into its trademark newscast mode, blasts us with a bombastic score, and says “We need you, join up today!” This generally elicits a hooting cheer from the audience, myself included, and we all drain from the theatre filled with dreams of glory. As Paul Verhoeven says in the ST DVD commentary, “War makes fascists of us all”.
Okay, so to keep things clear, no, I did not just call you a Nazi. Much of the film’s critical backlash came in the form of critics that did recognize ST’s mock fascist connotations, or were unable to see them within the context of a satire. Perhaps the biggest reason for the film’s mixed reception is that it represents something that is very difficult for modern audiences and the critics to come to terms with. The film was purposely designed to be a complete reproduction of a war propaganda film, and to function in very much the same way. The film’s almost comical choice of perfect bodied, square jawed main actors, as well as its in-your face violence against a distant and dehumanized enemy, and its “one man can make the difference” theme make this film almost indistinguishable from the kind of wartime propaganda that dominated early twentieth century theatres. The film deliberately sets out to present the audience with a propaganda film about a future fascist society in a war against a far off and technologically inferior enemy, and despite all of our supposedly evolved sensibilities as a late twentieth century society—and now early twenty-first—the majority of the audience cheers, jumps onboard and say, “where do I sign up?” So jarring is this notion to most of the critics that watched this film during its theatre run that many were simply unable to see past the film’s outer layers of campy violence and fascist iconography. Such as the case of Synoptique.com film reviewer Owen Livermore who found himself “stunned and appalled” at the sight of audiences cheering a film he found so reminiscent of the 1934 German propaganda film Triumph of the Will.

So I guess now we find ourselves asking two questions, what is the point of such a filmmaking stunt, and how does this still affect us? Critical opinion of ST has shifted significantly over the past decade, and more critics are turning their heads to review this film retroactively. The previously mentioned Owen Livermore has reappraised the film, and recognized its satire, though he still questions its validity as a film that sets out to deceive its audience, and other film analysts, such as Robert Ager of collativelearning.com have completely changed stance altogether, regarding the film as a near-masterpiece of modern satire. So to address the question of what purpose the film serves, it is worth looking to the words of the creative team themselves. In the DVD commentary, Neumeier and Verhoeven call the film an attempt to warn the viewer of the seductive nature of fascism. In Ager’s analysis he points to a rather spooky coincidence regarding propaganda’s seductive qualities when he notes that the supposedly unprovoked bug meteor attack in the film sparks a massive propaganda driven outcry that leads to war against the bugs, which was designed to resemble the Japanese attack on Pearl Harbour and the subsequent propaganda built around it. This contrasts quite shockingly to the terrorist attack of 9/11 that also led to an enormous increase in nationalist propaganda that left the majority of the population clamouring for revenge. He goes on to note that ST came out in 1997, which was a time when the Neo-Conservative movement was gaining ground in the US, and while the film didn’t literally predict 9/11, it certainly was a film that was aware of the new nationalist conservative mood in the US.  Now it is by no means the purpose of this analysis to dive into the politics of the current War on Terror, however, when one considers the raving rightwing nature of the original ST novel—described by Roger Ebert as a “right-wing sabre rattler”—the re-establishment of American hegemonic conservatism that was on the rise in 1997, and the provocateur natures of Neumeier and Verhoeven, it does occur to me that the “warning” that was supposedly the underlying message of this film was far more relevant than any of us might have predicted at the time.

Okay, so now that I’ve given this article its obligatory “9/11 analogy” let’s ask how this film continues to affect us today. I think I’ll start by talking about something that hits me a lot closer to home: video games. Stay with me on this. When I ask myself, “How does ST still affect me today?” I can’t help but look across modern media as a whole and notice that ST’s themes have lived on in endless video games aimed at teenagers, notably games where: noble, physically perfect specimens of manhood go out into the universe and slaughter inhuman beasties from beyond (for great justice). While video games have always copped a lot of heat over their violent content, and I have always stood up for their rights as a media form, I have started to see that not all is well in the world of video game gore. My attention was first grabbed by film analyst and pop culture expert “Movie Bob” Robert Chipman who noted that the popular Halo series of games portrayed its blank slate hero and his brand of soldier: the Spartan Trooper, as being genetically homogenous, emotionless killing machines, while the series villains represented a culturally diverse society with multiple races working in cooperation. He notes that the game’s attitude seems to revolve around the following theme: “Militaristic culture, visibly pretext on submission of individual-self to a quasi-fascist collective equals good, while multiple species working together to a common goal equals evil?” While the ST similarity is almost obnoxiously present within this science fiction context, the thing that isn’t present in Halo is irony. Halo and the majority of other mainstream game titles strive to capture the blood and guts crust of ST, and yet almost none of them seem to realize that ST does not set a societal template to follow, but to avoid. If this still seems a little distant, and like it has nothing to do with current events, then let’s try something a little more contemporary. The recent documentary Returning Fire examines the cross-platform blockbuster game series Call Of Duty: Modern Warfare, and its legion of pretenders, and clone games, and points to the way that they thrust the player into perfectly simulated war environments, modelled on video footage sent back from Iraq, and Afghanistan. These games, though entertaining, are visual simulations of war that invite us to become desensitized to the strange environments and new technologies of war, and even the notion of killing via remote control. If any of this sounds familiar, then I might direct your attention to various newsfeed scenes throughout ST, namely the one where Dougie Houser methodically explains the how to terminate an entrapped arachnid warrior in a live public service announcement. To put this in slightly less ambiguous terms: a high ranking military officer shoots a captive enemy soldier on live television, and we didn’t feel a thing. This newsreel goes on to show school children being taught to stamp on cockroaches for fun, and then the children are given an opportunity to familiarize themselves with an assault rifle and take home their own bullet so they can be comfortable with them. The games I mentioned are largely targeted at teens and young adult males, the exact demographic that cheered in 1934, and 1997 respectively.

As I come to the end of my train of thought, I am forced to regress to my original statement on this matter. I said that this film didn’t just outsmart the regular movie-goer, and manage to shock critics into disbelief, or even denial, I also said that it managed to outsmart itself. The film’s weak critical reception was not purely a result of its confronting subject matter, but also it was due to the creative team’s decision to hide its true meaning under a blockbuster exterior, and make no attempt to hand-hold audiences by drawing attention to the notion that war and fascism are bad things. Making such a statement without any attempt at subtlety would have made it impossible to connect to the book at all, and likely have made the film come across as sanctimonious and preachy. By remaining ambiguous the film strayed into the awkward zone between blockbuster military wank—what it is typically mistaken for—and a more direct criticism of militarism such as Dr Strangelove, all of which led to the film being largely misunderstood, and even derided upon its release. An amusing, and perhaps even poignant moment in the film comes when an accused murderer is tried, and convicted to death on the public newsfeed, with his execution scheduled as prime time entertainment later that night. This cameo by Ed Neumeier always manages to bring a smile to my face, as I watch poor Ed hangs his head in resignation as he accepts his inevitable execution by the media. Maybe he didn’t outsmart himself after all. Maybe he knew exactly what he was doing, but he just accepted the consequences. As Neumeier stated in a response to Mimi Brickmeyer’s 2003 article on ST, he believed that “Starship endures so successfully in its afterlife, finding a growing and loyal audience along with many re-appreciations by the critical community” and this is precisely because it did not treat us like fools that needed to be told what a terrible thing war is. Somehow, in not telling the truth, this film has actually succeeded in being more honest to its viewers. Watch it again sometime, and when the film asks you to join up, take a moment to think your answer through, because figuring things out for yourself is the only true freedom, make up your own mind. See you on the bounce trooper.


Tuesday, 22 May 2012

Have a peak at my major! Ooer, that sounds rude.

Evening Space Cadets, 
Well, aren't you up late? It's been a while since my last Blogger post, but I think you'll find that the wait is most certainly worth it. As a special treat I'm preparing the first draft of my major assessment for my creative non-fiction module, and I'm happy to say that I dropped the D&D travel log idea! Okay, it probably would have been a laugh. My attentions have now shifted to an analysis/review of one of my all time favourite movies ever: Starship Troopers. This is a film that has been dramatically misunderstood by much of the viewing public, and has only slowly gained the critical praise it deserves over the past decade. Don't believe me? A good place to start is here: http://www.collativelearning.com/Starship%20troopers%20analysis.html 

I'll be posting the first draft of my major tomorrow if I get permission from my tutor. It will cover Starship Trooper's themes, its lasting impact on popular culture, and my own personal musings on why I think everyone could do with watching it again sometime. Till tomorrow then.

Sunday, 6 May 2012

Responsibility, and Property

An interesting question that often arrises whe discussing writing is that of property. When a particular book, or character becomes famous it is genrally recognized that the public fanbase begin to develop a certain emotional attachment to the world or characters therenin. This attachment often leads to the notion of public discourse, or the right of the fanbase to shape the events of a story, or the nature of its characters through their consent of published materiel, and their expectations that future materiel should meet their desired standards. So does this mean that the public has the right to dictate to authors what their stories should contain, or what their characters should do? Of course it sounds silly when one puts it in that context, as a living writer has every right to make their materiel follow whatever path that they desire, but let's look at it another way.

The great myths and legends that have lost their original authors, or passed into the public sphere of intellectual property (who really owns Herecles and Zues's face?), so these all exist now as public property, and their names, and histories are available to any author who'd like to use them. Yet, critical backlash over such poorly made films as Clash of The Titans 2010 show that the public still has very strong expectations of the handling of such properties, even if they have no owner. While I could take this concept into Star Wars territoriy, I think I'll bring it back to a purely text example, and so we now look at the example of Sherlock Holmes. The killing-off of Holmes by his creator led to such a fervent public outcry of property mismanagement (and subsequent boycotting of Doyles books) that Doyle would later resume the series with a new Holmes adventure that retconned, and resurrected Holmes. This does at the very least demonstrate that public discourse has a certain democratic effect that can force authors to behave responsibly, or face the scorn and mistrust of their public (see George Lucas). Similar examples can be found in the comic book industry, were modern day myths and legends have often been mishandled in both print and film, leading to constant retconns, reboots, and have refined the comic film industry to the point that Marvel has taken back its creative control from the irresponsible film studios, and led to their latest string of successes.

So what effect does public discourse really have on itellectual property? Well, I certainly would disagree if someone were to suggest that the public has the right to dictate terms to author, or that authors have no need to even consider the public's opinion when dealing with their own intellectual property, but I would agree with authors like Stuart Glover who said: "Public discourse can be a powerful agent in controlling others and in shaping knowledge. The public voice is one we conspire to privilege, sometimes forgetting to question its right to speak authoritatively." (18)

Stuart Glover, “The Disloyal Subject: The consequences of non-fiction in Zigzag Street.” Imago 10.2 (1998): 17–23