Showing posts with label Orson Scott Card. Show all posts
Showing posts with label Orson Scott Card. Show all posts

Monday, October 12, 2009

Harry Potter, the jock

I'm sure I'm not the first to have noticed, but quidditch, the imaginary sport from the Harry Potter books, probably wouldn't work very well in the real world even if you had all the technology needed to make the game physically possible--including flying broomsticks, and a ball with a mind of its own.

In this game, each team has a group of players called Chasers who try to get a ball through the other team's goalpost. Of course every team has a goalie. This would all sound like soccer on broomsticks were it not for a couple of really exotic elements. First, there's a heavy, enchanted object called a bludger which tries to knock players off their broomsticks. To protect the players, each team has special players called Beaters, armed with a club for batting away bludgers.

The trouble is, nothing the Chasers, the Beaters, or the goalies do has any effect in moving the game toward its conclusion. A team could go on scoring goals forever, and the game wouldn't end even if the score was 440-0. A team's ultimate fate rests entirely with one player, the Seeker, whose task is to catch a tiny enchanted object called the Golden Snitch which only appears on occasion and tries to elude the Seeker's grasp. Once the Seeker catches the Snitch, his or her team earns 150 extra points and the game ends. Usually his or her team then wins the game. Only if that team is more than 150 points behind at the moment the Snitch is caught does the team lose. One of the later Harry Potter books (I can't remember which) depicts such a game.

Quidditch therefore has one fundamental flaw: the Chasers, who make up the majority of the players and whose actions dominate most of what happens, have a very weak incentive for scoring goals. As long as they manage to remain within 150 points of the other team, they are in little danger of losing. The score could be 140-0, and the team that hasn't scored could still easily win. Most likely, a typical quidditch team would hardly score at all, focusing its energy simply on preventing the other team from scoring.

To compensate for this all-too-obvious flaw, teams get ranked according to points scored rather than number of games won. But that makes it heavily dependent on record-keeping between games. You'd have to commit yourself in advance to playing many games for it to have any impact. It's not the type of sport that lends itself to casual play in the backyard.

In our world, most team sports revolve around one very simple formula: one team tries to relocate a small object (a ball, a puck, etc.), and the other team tries to stop it. That's it. Right there you have the basic description of soccer, hockey, baseball, football, basketball, volleyball, and lacrosse. Soccer and hockey are almost moronically simple games. Baseball and American football have intricate rules of progression, and baseball (along with its cousins such as cricket) is slightly unconventional in that a team's ultimate objective involves the movement of players rather than the movement of the ball. None of these games, however, allow more than one ball on the field at a time, much less more than one type of ball. And a game where regular scoring doesn't count for anything more than a team's record is hard to imagine. In sports, complexity is not necessarily a virtue.

The Potter books, nonetheless, make quidditch out to be the most dazzlingly exciting sport in the history of mankind, far surpassing any of the familiar earth-bound ballgames. No other wizard sport ever gets mentioned, suggesting the wizarding world is quite satisfied with this one. Most readers consider it one of the charms of the series, an example of J.K. Rowling's enduring creativity. Somehow it's fun to read about, even if the rules are probably too unwieldy for it to work in the real world.

Whether it's fun to watch is less clear. Only the first two movies show the game in detail, and the fourth and fifth movie don't show the game at all. The novelty of seeing the magical sport on screen makes it interesting at first. After that, there's little suspense to be generated, apart from hoping Harry doesn't get hit by a bludger. As a Seeker, most of what he does during any game is sit around waiting for the Snitch to appear. As for the other players, since they do not determine the game's ultimate fate, what's the point in watching them play? (It's no wonder the films so often show cheating and other disturbances; they aren't confident the game will be interesting on its own terms.)

Had Rowling eliminated the business with the Seeker and the Snitch, quidditch would be more believable. It would be like soccer in three dimensions rather than two, similar to what Orson Scott Card envisioned in his novel Ender's Game, in which child soldiers conduct simulated space battles in a null-G environment. But the Golden Snitch is just enough to put quidditch over the top as something truly otherworldly. If all the game consisted of was players trying to score goals, it would quickly begin to sound mundane once the novelty of their flying on broomsticks wore off. The bludgers add a level of danger you don't associate with high school athletics, and the Snitch makes the game unlike anything you've heard of.

Quidditch is really part of the whole mystique of the Harry Potter series. In a world where magic dominates and where broken limbs can be mended within seconds, physical prowess is a lot less valued than in our "muggle" world. That's why a kid who looks to us like a class-A dork can get to be the star of his school's sports team. That's why girls can play along with the boys, without anyone turning their head. That's why even the school bully is a pint-sized kid. But considering that the magic in these books is a lot like advanced technology, one must ask: isn't this where our own society is headed?

Saturday, March 01, 2008

Entertainment about entertainment

Vivian Vande Velde's science fiction novels User Unfriendly and Heir Apparent brought back memories of the computer adventure games I used to play as a kid. I enjoyed even pure text adventures better than arcade-style action games, because of the unique mixture of creativity and logic required to win them. I will briefly discuss these games before reviewing Vande Velde's two books.

When I first began playing Infocom's text adventures at age nine, I felt hopeless without the clue books that came with the software. In Hitchhiker's Guide to the Galaxy, for example, Mr. Prosser would have his bulldozer in front of my house, and no matter what I typed into the command prompt, he would demolish the house. So I consulted the clue book, which told me the solution: "Lie down in front of the bulldozer." It makes sense, if you think about it. Prosser won't kill to get his job done. But I simply didn't consider that possibility--partly because I lacked experience or cleverness, partly because I had never read the Douglas Adams novel on which the game was based.

Beyond Infocom, most text adventures did not come with clue books. But they helped prepare me for games like The Legend of Zelda that are part arcade-style action, part strategic adventure. With or without graphics, computer adventures all have the same basic setup. They can have any storyline, though they are traditionally magic tales featuring kings and castles and wizards and dragons. You always make your way through some kind of complex setting and collect various objects in your path. Figuring out the solutions to problems usually involves trial and error. Find a piece of cotton? Try throwing it, or eating it, or sticking it in your ear.

How well do science fiction books fare in portraying these sorts of games? A few weeks ago, I discussed Killobyte, Piers Anthony's 1993 novel about characters who become trapped in a role-playing VR game. I decided to dig up a particular young adult book with a similar plot, Vivian Vande Velde's User Unfriendly, which I first read in 1992. I remembered very little about it other than that I enjoyed it.

The gaming machine in this novel actually places you into REM sleep and hooks directly to your brain to make you think you're in the virtual setting. The session lasts no longer than an hour, but feels like five days. You can see, hear, smell, feel, and taste your surroundings. You're able to experience pain, and you must eat and sleep in the course of your journey. You are provided with new memories and skills, corresponding to the character you occupy.

That almost makes the technology in Killobyte sound primitive by comparison. It brings to mind Orson Scott Card's warning to novice sci-fi writers about presenting an extraordinary invention without considering other uses it might have. If one hour can be made to seem like five days, then (doing the math) three days can be made to seem like an entire year. Such a device could in effect greatly prolong a person's life--or at least provide a little extra time for reflection.

As for the implanted memories, if a computer can do that, what need is there for school (much less Jeopardy)? Just hook your brain to a machine, which will feed you all the information you need to know.

Needless to say, the book does not deal with any of those possibilities.

The narrator is Arvin, an eighth-grader who enters the game along with several of his friends. One of his challenges is figuring out which of his friends appear as which characters. His mom is also playing, much to his chagrin. I may have missed it, but I didn't catch what she thought of the fact that they're using a pirated version of the software.

Vande Velde's greatest strength is her attention to detail. She has plotted out the game in great depth. She structures the book in numerous short chapters that end in cliffhangers, as the characters encounter wizards, elves, trolls, orcs, goblins, and dragons, not to mention enchanted boots, sand hands, and giant rat zombies. The book kept me reading, with its fun blend of excitement and humor. (One example of the latter involves a dwarf who feels compelled to recite his entire genealogy any time someone asks his name.)

But the book compares poorly with Killobyte, which spent many pages in the real world, fleshing out its two main characters. User Unfriendly begins in the game itself and stays there until the very last few pages, without any flashbacks along the way. There are more than a half-dozen characters, all vaguely drawn. Arvin comes off as a typical teenager, embarrassed in front of his mom, eager to prove himself before his peers.

In Killobyte, the characters weren't just trying to win the game but were literally fighting for their lives. The stakes are lower in User Unfriendly. Because the game is pirated, some bugs and glitches appear, and the kids cannot exit the game prematurely. But the book bases a great deal of its plot around our vicarious experience of the game rather than anything more urgent.

The game itself is lacking in the qualities of computer adventures I mentioned before. Most of the time, the kids seem to be winging it, and their successes feel arbitrary. Again, Killobyte does a better job on this front, which is doubly impressive since Piers Anthony admits to having very little gaming experience.

In 2002, Vande Velde published Heir Apparent, about another game from the same company. It is narrated by a fourteen-year old girl named Giannine, who was a relatively minor character in the first book. It makes no mention of the events in User Unfriendly, and it may take place earlier. The front, inside, and back cover do not mention the older book at all.

Vande Velde writes on her website that she does not consider Heir Apparent a sequel, just a story taking place in the same universe. I have another theory. I think she was attempting to do User Unfriendly over again, but better. If so, she has succeeded. It improves on User Unfriendly in all the areas I mentioned.

For the first time, we get to see the world these kids occupy when they remove their VR helmets. In the first chapter, we encounter a robotic bus driver and a tiny, genetically engineered dragon. The setting can't be too far in the future, however, for we also see conventional-looking email, Windows Freecell, and a $50.00 gift certificate enabling Giannine to play a VR game of her choice. (By the time all this advanced technology exists, wouldn't fifty bucks be pocket change? Never mind.) She chooses a medieval fantasy about a peasant girl who becomes king. The session will last thirty minutes but will feel like three days. The catch is that any time her character dies, she will have to start over from the beginning, which she can do indefinitely.

That reminds me of the old Atari game Pitfall II. Possibly compensating for the fact that the original Pitfall was almost unwinnable, Pitfall II was made literally unlosable. Any time you'd get hit by an enemy, you'd merely be transported back to the last red cross you touched. The only way to end the game without winning was by turning off the computer. In the VR game depicted in Heir Apparent, however, you cannot just turn off the machine, or leave it sitting and come back to it later. You're stuck until you win the game or a technician pulls you out. That's practically asking for trouble.

The trouble comes in the form of an activist group called Citizens to Protect Our Children, or CPOC (pronounced "sea pock"), who feel that VR games are corrupting the youth. To show just how concerned they are for the children's welfare, they break into the arcade and sabotage the equipment. The problem is, Giannine is already hooked up to the game.

A technician briefly enters the virtual world to inform her that if they detach the equipment, she may suffer brain damage. But if she stays hooked up for too long, her brain will surely fry. All she has to do is win the damn game--and avoid getting killed too many times.

Easier said than done. The game is set up so that that there are many ways to succeed, and a lot more ways to fail. At first, it seems that every time she stumbles, a character pulls out a knife and slaughters her. Then she finds herself back on the sheep farm at the beginning, where she has to do the whole game over again. This aspect of the novel has an intriguing Groundhog Day vibe to it, as she meets the same characters in a host of different situations that change depending on all the little choices she makes.

There is, for example, a boy caught by guards who claim he stole a deer. The evidence is lacking, and Giannine has no desire to sanction the boy's execution, even though he is only computer-generated. But if she simply frees him, more problems will occur.

The technician gives her only two clues on how to win the game: find a magic ring, and keep a weird, mystic nun away from Kenric, one of Giannine's three half-brothers vying for the throne. (The nun, who seems to worship Oneness rather than God, is made nondenominational by the game's manufacturer so as "not to offend anyone.") Among the many challenges she faces is a knight who will chop her head off if she does not create a poem he likes. The poem can be absolutely inane, so long as it's original.

Unlike User Unfriendly, she is the only real person in the game--the rest of the characters are computer-generated. But they all have personalities, and they seem able to carry on nuanced, naturalistic conversations. I presume they're simply responding to cues in her speech, but the effect is quite convincing.

One way or another, I enjoyed the book much more than User Unfriendly. The game is still not much like the computer adventures I remember as a kid. It's ten times better! Maybe that's the point of books like these, to depict games we wish we could play, but which exist only in the author's wildest imagination.

Sunday, October 07, 2007

From amoebas to elephants

Panati's Extraordinary Endings of Practically Everything and Everybody, a book whose accuracy I have sometimes found wanting, has an interesting take on a familiar fact. According to Panati, sex and death are two aspects of the same phenomenon. Organisms that reproduce asexually do not have finite lifespans like we do. The amoeba simply splits into two amoebas, which in turn exist until themselves splitting. As long as it isn't killed, it multiplies endlessly without ever dying.

But in sexual reproduction, two individuals contribute genetic material that grows into a new organism, then they die. Death is simply the logical corollary to a process that uses a mere fraction of an organism to produce a new creature. In humans, it may happen decades after the sex act itself, but it's inevitable--and linked to the fact that we are sexual beings.

"In one sense," writes Panati, "we possess immortality, but not where we want it. We have it in our generational genes. We'd prefer it in our body, in the form we cherish, in the face that gazes reassuringly back from the mirror" (p. 6).

Despite Panati's argument, there isn't much to envy about amoebas. They don't care about their immortality any more than your sex cells care about theirs. Lacking consciousness, they are unable to care.

For your part, cloning wouldn't satisfy your desire to live forever. You would think of the clone as a new person, just as you think of identical twins as two separate individuals despite their genetic sameness. What you really want is a continuance of your soul, not your body. Even if you don't believe in the soul, you recognize a distinct inner self which perishes at death. Immortality, to you, means the permanent existence of this self.

Previously, I raised the question of whether you'd be willing to die if a clone with all your memories were created in your place. That sort of experiment could be the key to immortality, assuming that merely copying the information in your brain to another vessel would effectively move your consciousness there, like a transfer of data between computers.

There are problems with that assumption, however. In his book How to Write Science Fiction and Fantasy, Orson Scott Card discusses a fictional species that communicates by transferring memories. According to Card, "individual identity would be much less important to them than to us. And death would be almost meaningless. As long as you passed memories before you died, then everything you thought and experienced would continue to live on, so that even though you might cease to take part, everyone in the community would clearly remember having done everything you did!" (p. 50)

Card here implies that there is some intangible "you" existing independently of your memories, so that even if those memories are passed to someone else before your bodily death occurs, "you" perish. But if "you" are nothing more than your memories, as some philosophers have argued, then how is a memory transfer from one body to another any different than what happens in life from each moment to the next?

I believe it is different. No matter what the philosophers say, there is something intangible inside us. Consider the attempt to create an android with human emotions. You might program it to have a distinct state called "sadness," where it would display symptoms such as frowning, downcast eyes, and broken concentration. But it's doubtful that any of this would cause the machine to experience sadness, any more than an actor experiences the emotions he performs.

Inner experience, one of the most mysterious features of human life, is not just information in the brain. It is the part of yourself which experiences the information. You can't prove it exists. You're directly aware of your own, but you can only infer that other people are something more than machines programmed to behave as though they have inner experience.

Philosophical materialists typically attempt to ignore or downplay the mystery of inner experience, viewing it as merely another illusion to be swept away by the inevitable march of scientific progress. The problem with that argument is that since all illusions are perceived through a person's inner experience, to call inner experience itself illusory borders on the tautological. Inner experience is the elephant in the room, the one thing in existence that absolutely defeats a materialistic explanation.

Thursday, July 19, 2007

The myth of the fantasy genre

Sometimes viewpoints that are dead wrong can provide a starting point for insightful discussions. I feel that way about Christian opponents of the Harry Potter series. They think it's bad to expose children to stories depicting witchcraft in a positive light. Fans respond that Harry Potter is fantasy, and that these books are a healthy tool for stimulating a child's imagination.

"Fantasy" is a funny name for a genre. The word suggests make-believe. All fiction is make-believe, but fantasy deals specifically with events that not only didn't happen, but couldn't happen. We, the readers, allow our minds to enter a universe that we know could never exist. The books tap into some part of our subconscious where rationality has not penetrated, and for a brief period of time we "believe" in magic. The genre is not about exploring possibilities, as science fiction does, but about losing ourselves in impossibilities. As Orson Scott Card puts it in his 1990 book How to Write Science Fiction and Fantasy, "science fiction is about what could be but isn't; fantasy is about what couldn't be" (p. 22).

But that raises a problem. If we designate all supernatural stories as fantasy, as is the common practice, we're implying that there's no such thing as the supernatural. I presume that Card, as a Mormon, would resist that implication. Yet he doesn't appear bothered by it: "As rational people, we know that magic doesn't work and superstitions are meaningless" (p. 22). True, but what about the miracles of the Bible? What about God and the afterlife?

The fantasy genre avoids this dilemma because it rarely deals with religion. Magic may be rooted in pagan belief, but most fantasies do not feature pagan deities. Two important pioneers of the genre--J.R.R. Tolkien and C.S. Lewis--were devout Christians. (J.K. Rowling is, too, but let that pass.) I once saw someone make the following clueless remark about Harry Potter: "Why do the kids celebrate Christmas if they practice witchcraft?" But that's just the point. The magic in Harry Potter isn't a religion; it is an alternative series of natural laws. It has about as much to do with ancient occult practice as Westerns have to do with the real Old West. And it has about as much to do with Satan worship as armadillos have to do with Swiss cheese.

The fantasy genre, in any case, centers on things that almost everyone agrees are imaginary, like elves and dragons. Religiously rooted supernatural fiction, like The Exorcist, usually ends up in the horror section of a bookstore. People may call it fantasy, but that's not the publishing category. Fantasy, despite its religious origins, is essentially a very secular genre. Individual works like C.S. Lewis's Narnia series may express religious ideas, but mostly through metaphor.

Does a book even need magic to be considered fantasy? The Princess Bride has no obvious magical elements, unless you consider a volcanic swamp populated by ferocious capybaras to be magical. As for Miracle Max, he's an herbalist, not a sorcerer, and he doesn't show up until quite late in the story. Yet everybody thinks of The Princess Bride as a fantasy, largely because it has all the trappings of one.

The matter gets even fuzzier with books that deal with the afterlife, like Richard Matheson's What Dreams May Come, which I discussed in a previous post. Wikipedia classifies such novels as "bangsian fantasy," after an author named John Kendrick Bangs. But the thing is, Matheson actually believed in what he wrote. He based his depiction of afterlife on extensive research into near-death experiences and the visions of mystics. To him, and to many readers, his book is surely not "fantasy."

Card hints that the genre designation does have something to do with what people actually believe about the world. For example, are The Iliad and The Odyssey fantasies? No, says Card, because they were written at a time when most people believed in such stuff. What about the Bible or Paradise Lost? Card prudently remarks that even today many people "would be outraged to hear of either being classified as fantasy" (p. 18).

Even science fiction isn't immune to this dilemma. I have heard George Lucas described as a "modern mythmaker." But myths are what a culture actually believes in. People do not go to Star Wars to see a world they believe is real. Rather, Lucas takes the myths of the past and spins them into entertainment which modern audiences accept on a purely symbolic level. In a sense, that's what all fantasy writers do. If we could see what future societies will think of our own, we might be surprised at what they consider our myths and our fantasies.

Sunday, June 17, 2007

Are video games a form of art?

I am prepared to believe that video games can be elegant, subtle, sophisticated, challenging and visually wonderful. But I believe the nature of the medium prevents it from moving beyond craftsmanship to the stature of art. To my knowledge, no one in or out of the field has ever been able to cite a game worthy of comparison with the great dramatists, poets, filmmakers, novelists and composers. That a game can aspire to artistic importance as a visual experience, I accept. But for most gamers, video games represent a loss of those precious hours we have available to make ourselves more cultured, civilized and empathetic.
Those words are from Roger Ebert in 2005, when he caused a firestorm with his assertion that video games are inherently not a form of art. Whether you agree with him or not, the ensuing debate was interesting. Unfortunately, Ebert's credibility was suspect, since by his own admission he lacked familiarity with modern video games. And his statement sounds just like the sort of narrow-minded declaration that's almost asking to be discredited. A couple of generations ago, most people would have scoffed at the idea that comic books are art; nowadays, that idea has gained increasingly wide acceptance (though the respected comic books carry a new name, graphic novels).

Still, I understand where Ebert is coming from. And I say this as someone who knows even less about modern video games than he does. I largely stopped playing them when I was a teenager. I felt that I wasn't getting out of them anywhere near as much as I was putting into them. They were an enjoyable diversion, but left me feeling drained when I spent too much time with them.

I'm aware that video games have increased in sophistication since the days of Nintendo, by huge orders of magnitude. And apparently some gamers think these are works of the human imagination that deserve comparison with great works of literature--or at least that they have that potential, even if the genre is in its infancy right now.

If you think that video games will never be Shakespeare, I should remind you that most people in Shakespeare's time would have laughed at the idea that his plays would be studied centuries later. Most of his plays weren't even published during his lifetime. And it took a long time before critics viewed them as serious works of literature, much less ranked him as the greatest writer in the English language.

Nowadays, people study the heavily footnoted texts of Shakespeare's plays in a manner that the Bard himself would never have envisioned. Is it possible that a similar process will happen with computer games? Will students of the future be studying games in the classroom, in a format that would perplex the original designers?

I debated these issues with someone on a message board a few years ago. He took the position that some video games have achieved an artistic level comparable to great literature and film; I was skeptical, even while admitting my ignorance. It was a nice debate, and I think we both ended up learning something. I learned from him that some modern video games--notably adventure games--have fairly complex narratives, with even the rudiments of character development. But I managed to persuade him that the very nature of video games cuts against the kind of complexity found in literature and film.

Traditionally, games have nothing to do with art. Chess may be a high intellectual activity, but it isn't really a form of art. What all art forms have in common, whether they be paintings, sculptures, poems, novels, plays, films, or comic books, is that the viewer contributes nothing to them beyond his own imagination. Interactive fiction (like the Choose Your Own Adventure series for kids) has always remained a minor phenomenon.

Computers have the potential to blur that line, however, creating games with a high degree of artistic content in terms of both graphics and narrative. But there is a limit. The only way they could achieve full artistic status is if they stopped being games.

I'll give an example from an old game I used to play, Infocom's text adventure The Hitchhiker's Guide to the Galaxy, based on the Douglas Adams novel. The novel contains a scene where Arthur is at a party trying pick up a girl, when another guy comes along and catches her attention by saying he's from another planet. Your goal in the game, as a player, is to make sure the scene happens exactly as it did in the book. You can have no effect on Arthur's chances of getting the girl. Arthur is a loser. That's part of the script. Even if in real life you're God's gift to women, as computer game addicts are known to be, you're not going to change what Arthur's like. The game has a lot of puzzles that require brain power, but your personality doesn't affect the outcome.

Would it be possible to create a game where your personality does make a difference? I can imagine it now. It will be called SimFlirt. Your objective is to go to a party and pick up a girl. (Or, if you are a girl, then you pick up a guy. Or, if you're gay...never mind.) Whether you succeed depends on what you do or say.

Of course, such a game would never compare to a novel or a film. The range of possible outcomes would still be relatively limited. If a character in a computer game can have any level of depth, then it must be written into the game's narrative, without the player having much influence. The problem is that the player's very presence dilutes this process. Games simply are not a good medium for exploring the nuances of human behavior, at least not to the degree found in literature.

The point here is that games are different, not inferior. They serve a different purpose. I'm reminded of something Orson Scott Card said in his 1990 book How to Write Science Fiction and Fantasy: "In a fantasy, if magic has no limitations, the characters are omnipotent gods; anything can happen, and so there's no story. There have to be strict limits on magic. Dungeons and Dragons uses a seniority system that may work well for games, but for stories it is truly stupid: The longer you manage to stay alive, the more spells you know and the more power you have" (p. 31).

Note Card's implication that what works well in a game isn't believable in fiction. I would go further and suggest that what works in fiction isn't suited to a game. Even games with narratives, like D&D and computer adventure games, do not require the same suspension of disbelief as fiction does. That's because the narrative is only a means to an end, whereas in fiction the narrative is central. Perhaps the computer adventure games of today put a greater focus on narrative than ever before. But there comes a point when the integrity of the narrative must bow to the integrity of the game. Everything in a game falls back on the player's choices, and by giving the player choices, the narrative inevitably suffers.

If video games are blurring the distinction by taking on many artistic qualities, the question is how far they can go while still remaining games. And while there will always be people who devote their precious hours to these games, their impact may remain marginal simply because they forge that impossible middle ground between the artistic and the recreational.