Untitled Edith Finch Essay – Guest Post by Dylan Mitten

Courtesy of the inimitable Dylan, whose work has enriched The Community School Game Jam and Mobius Shark Tank at the Spokane Central Library, and whose Hello Kitty Zen Garden graces the unpublished manuscript of TCS: The Book (working subtitle, albeit cliched, heartfelt: Building the Beloved Community School), here is a deep dive into a game I’ve only watched streams of, and yet can hardly imagine the games landscape without: What remains of Edith Finch. Dylan has also presented this as part of the Games Studies wellness, meeting W/F afternoons at TCS. Drop in when you’re in town, just sign in at the front office.

Annapurna Interactive, via WIRED

What remains of Edith Finch is a first-person narrative game where you play as – you guessed it – Edith Finch. Edith is the last living member of her family, and after the death of her mother, we follow her through her childhood home and watch as she uncovers secrets about her family that were buried. Some in walls, others, under beds… you get the idea. Let’s briefly go through the game, and then talk about the pressing issue of the game.

We start the game on a ferry. When we look down, we can see that our character has a cast on their right arm, and that they are holding a journal with “Edith Finch” written on the cover. When we open it, we hear the namesake of the game begin to narrate the writing. She talks about how, at 17, she is the last remaining member of her family. When she gets into the monster of a house that the Finch family home is, we start to learn about all the different members of her family – and moreover, why she is the only one left. 

We learn that in 1937, in an attempt to escape the curse that had claimed his wife and newborn son, Edith’s great-great-grandfather Odin Finch emigrates from Norway to the USA, setting sail with his daughter Edith (Edie, or  Edith Sr. as she’s referred to by Edith), and her husband Sven, as well as their newborn baby, Molly. He uses his house as the raft, but unfortunately, it seemed as though the curse was coming for him too. The wind picked up and a storm broke out. A wave unfortunately took Odin under, swallowing the house with him. Edie and Sven, along with baby Molly, made it to Orcas island safe. Their first order of business? Building a cemetery. 

Of course, this isn’t some happy ending – Edith had to be the last remaining Finch somehow, right? I’ll briefly go over the deaths. 

Edith Sr. ended up having five children with Sven, including Molly. She gave birth to Barbra, twins Sam and Calvin, and Walter. Edie initially believes they’ve left the curse behind, but of course, it’s never that simple. 

At 10, Molly dies from ingesting fluoride toothpaste and holly berries after going to bed without eating. At 16, Barbra is murdered after an argument with her boyfriend over her long-gone stardom. Walter hears all of this happen, and believes it was a monster. After spending 30 years hiding from this monster in the bunker of the house, the day he decides to leave, he is struck by a train. Calvin dies at 11 after swinging too high and flying off of a cliff. At 49, Sven dies from falling off of the house’s roof whilst building a slide.

Sam lives into adulthood, and marries a woman and has Dawn, Edith’s mother, and Gus. Later, he marries a woman named Kay, and they have Gregory.  Dawn is the only one to make it to adulthood. 

At 13, Gus is crushed by a totem pole during a storm. Gregory drowns at 22 months after being left unattended by his mother in the bath. Sam, who at this point is divorced, dies at 33 whist on a hunting trip with dawn. Dawn shoots a buck and Sam wants to take a picture with it and her. Whilst posing for the photo, the buck thrashes and pushes Sam off of a cliff.

Traumatized by all of this, Dawn moves to India, where she marries a man named Sanjay. Together, they have three kids. Lewis, Milton, and Edith jr. 

Sanjay is killed by an earthquake, so Dawn moves her and her kids back into the Finch family home. At 11, Milton mysteriously disappears seemingly out of nowhere, making Dawn become paranoid. She seals all the doors of the rooms of deceased family members. Edie drills peepholes. Lewis, after battling drug abuse and mental health struggles, commits suicide during work. This is when Dawn decides it’s time to leave. She arranges for a nursing home to pick Edie up, and packs the belongings of her and Edith. They leave that night, with Edie meant to get picked up the next day. She doesn’t make it to the morning. Edie is found dead after ingesting alcohol with her medication. Years later, Dawn succumbs to an unspecified illness, leaving a 17 year old Edith to inherit everything. 

In the final scene of the game, we kid out that the character on the ferry with the cast is Edith’s son, and it’s revealed that she died during childbirth shortly after we see her learn of all the secrets of the house. We see her child place flowers on her grave.

That’s the very bare bones of the story. Is there more to explore? More to dig deep on? Yes, of course, but I simply want to talk about my personal opinion with the curse. 

I think that during my first playthrough of the game, I did indeed think there was really a curse – a monster, even, as Walter puts it. He’s convinced that a monster killed Molly, since that’s what she talked about in her journal entry not long before her passing. It was also likely the monster that killed Barbra, since Walter heard it himself!

I definitely believed this theory at first – but the more replays I did, the more I understood the real story, which is the one I placed out for you earlier. I don’t think there’s a monster, nor a curse. I think it’s a bunch of wacky coincidences. Let me explain; I think that the “Curse” is simply a self-fullfilling prophecy, a mindset where you, or someone else, believes that something will happen in the future, and because of that, your actions are affected by that hypothetical event, and eventually, that event happens because you influenced it to!

I think, that given the fact that Edie had recently seen not only her mother and young brother pass away, but also her father while trying to escape the “curse” that supposedly followed them, that she made this connection in her brain that she and her kids were living on borrowed time. I think that this belief made her act less rationally when it came to taking care of her kids, and therefore, the only kid she had that made it to adulthood and had their own kids unintentionally instilled that into them, too. Leading to one of those kids growing up and maybe trying to break the “curse”, but only leading to curiosity about it rather than education about what it truly is. 

Finally, Edith, deciding to find out about the secrets her family holds, died tragically in childbirth in what I believe to be a sad and cruel coincidence. 

So, no. I don’t believe that the Finch family ever had a curse. Instead, I think that the game represents a very straightforward story of generational trauma and how it affects a family. I think that the fear that death was creeping closer resulted in much of the Finch family acting in reckless ways. Some acted as if every day was their last, or didn’t seem too concerned with the danger of it all. Others hid away, or became over protective of themselves and possibly their kids. 

What Remains of Edith Finch is a beautifully dark and morbid game. And I know that at least for me, it allowed me to gain a whole new perspective of what it means to be alive. It gave me an appreciation I didn’t even know I had for life. I think also, that its story about death, highlights just how important it is to cherish every moment, but to also not be afraid to express yourself and do the things that might be a little risky. Enjoy yourself! Don’t be afraid of some silly curse.

Thanks again, Dylan. We look forward to your future endeavors, including the follow up on Little Nightmares and a generation of young players impacted by it!

Tolkien and Lewis: Lang and Lit, Play and Games

So as to establish some sort of structure by which to embrace the world in all its complexity and learn about it as deeply as possible through the mediation of a shared, relatively safe and replicable experience, for a long time now we’ve been leaning on this lens of play and games here at The Video Game Academy. And yet it cannot have escaped anyone’s notice who might be following along that what we are up to is rather different from, say, the dream of “gamification” in education that various figures of wide-ranging levels of influence might talk about, or even “game studies” in any strictly defined sense. In fact, our courses, such as they are, are remarkably old-fashioned in many ways. Essentially, we play games and talk about them; or we take a larger theme, such as “mythology,” this year’s focus, and explore it through games and other recommended readings.

In the spirit of Pullman’s advice to “read like a butterfly, write like a bee,” we remain open-minded about the selection of readings that would ultimately find inclusion in our course of study. And because all this remains speculative and hobby-horsical, we don’t have to limit ourselves to fixed curricula and syllabi, as interesting as it is to think about these things from time to time (see recent episodes of “Unboxing” and our own Professor Kozlowski for reflections on some of the work that goes into professional academia).

But in the words of Buzz-Buzz, “a bee I am… not.” Much as I strive to keep up with the writing that is meant to accompany and give expression to all this reading (reading in the loose sense of listening and playing and so on), I find that weeks and months go by with little to show for all the ideas I intend to share out again. The occasional post, to say nothing of new courses or published pieces, is only with great effort and continual procrastination ever finished (again, in the loosest possible sense of the word). Still, as another artistic hero said to yet another, “work, always work” (Rodin to Rilke): the work is ongoing, the reading is happening, the notes are jotting, and thoughts thinking. If nothing else, a conversation on FFVIII is forthcoming more or less weekly.

Is it at least somewhat convincing to plead that I’m waiting for Pullman’s new book to release before diving into that podcast project again? Or that I’m collaborating again with Moses aka Red on a follow-up to his Gamelogica project, though what form that might take remains to be decided? Perhaps I’ll talk about the Nobel winners I’ve been reading, or attempt a playthrough of MOTHER 2 in Japanese…

Odysseus and the Sirens – The British Museum.

Meanwhile, in brief reviews and commentaries, I’ll keep tracking the connections between games and literature as best I can. From my attempt at putting The Sirens’ Call by Chris Hayes into dialogue with Deep Work by Cal Newport and Saving Time and How to Do Nothing by Jenny Odell, I arrived at the conclusion that for all their insights into the critical importance of attention, these contemporary authors seem to me to be completely missing the point. Instead of writing these popular sorts of books, long on citations and case studies and strikingly short on the deep reading they purportedly are calling for, they should have done better to craft a single reflection on the example that was most exemplary in each case. Lacking any demonstrable rootedness in their points of departure–whether Homer and Plato for Hayes, Jung and Montaigne for Newport, or Bergson and Benjamin for Odell–to say nothing of any perceptible religious or otherwise philosophical groundwork for their arguments, their books diffuse themselves into the culture as distractedly as any other media phenomenon, and will likely prove as ephemeral. And so I suggest readers turn instead to those sources in literature from which they are drawing, and abide in the original works for themselves. For a better guide as to how to do this, I could lift up Weil on the use of school studies; Bakhtin on Dostoevsky; and someday, perhaps, my own efforts on video games.

To connect this all to video games, then, can we do better than Jenny Odell’s reasoning behind her structuring of Saving Time? As she explains in this BOMB interview:

… I actually didn’t have the idea to structure the book that way until halfway through writing it. I landed on the idea because I was playing the video game, The Legend of Zelda: Breath of the Wild. I was spending a lot of time in a spatially dispersed story in which you understand that certain things can only happen in certain places, and you have some idea of something that’s coming both narratively and geographically down the road. You can see it, it’s in the distance.

At the time, I was thinking about how everyone’s experience of playing that game—even though it obviously suggests some routes to you—is pretty different, and thus, their memory of the story is going to be different. I was just really fascinated by that. So I think it made me look twice at these places that I was spending time in and it got me thinking about how I could string them together.

Odell is extremely close here to digging into the power of place for memory as represented in video games writ large. While she focuses on the differences among players, my mind goes as usual to EarthBound, and to the ultimately unified story it tells. No matter in what order the sanctuaries are visited, or in the case of Zelda, the memory locations, Koroks, shrines, etc., there are certain themes, timeless and universal, such as love, courage, and the joy of adventure, which these games will reliably lead players to consider.

It almost makes me want to go back and read her book again in light of this revelation!

In passing, I’ll note that Hayes and Newport each do make a few interesting references to video games, too. Apropos of Socrates’ critique of writing in the Phaedrus, Hayes remarks, “It seems safe to say in hindsight that writing was a pretty big net positive for human development, even if one of the greatest thinkers of all-time worried about it the same way contemporaries fret over video games” (6). And he later acquaints the reader with Addiction by Design, by Natasha Dow Schull, and the prevalence of loot boxes via this inarguable clickbait from The Washington Post: “Humankind Has Now Spent More Time Playing Call of Duty Than It Has Existed on Earth” (52-3).

Besides becoming bywords for the perennial moral panics accruing to new technologies and for the irresistibility of slot-machine-style addiction, video games, again exemplified in Call of Duty, return one more time towards the end of the book to provide Hayes with fodder for a brief rant: “Online interaction, which is where a growing share (for some the majority) of our human interactions now takes place, becomes, then, almost like a video game version of conversation, a gamified experience of inputs and outputs, so thoroughly mediated and divorced from the full breathing laughing suffering reality of other humans that dunking on someone or insulting someone online feels roughly similar to shooting up a bunch of guys in Call of Duty” (233-4).

A different paradigm shows up in Newport: “In MIT lore, it’s generally believed that this haphazard combination of different disciplines, thrown together in a large reconfigurable building, led to chance encounters and a spirit of inventiveness that generated breakthroughs at a fast pace, innovating topics as diverse as Chomsky grammars, Loran navigational radars, and video games, all within the same productive postwar decades” (129). The absence of a descriptor there, or if you like, the way in which “video” is returned to the role of descriptor of “games” according to the parallelism of Newport’s construction, is extremely interesting. I could gripe all day about the narrowness and specificity of the video games Hayes seems to have in mind; whereas for Newport, video games are a product almost without qualities other than their novelty and mythic origin in “MIT lore” and “haphazard…inventiveness.” Whatever he may think about particular games, Newport’s mention of them at least has a positive valence.

Eeriness, an ink drawing by J. R. R. Tolkien. Photo: Museoteca.com – via New Criterion.

By chance, the one episode of Newport’s podcast that I listened to so far (no. 288, on the recommendation of this article I was considering assigning next school year) includes towards the very end some reflections on Tolkien which might finally get me to segue back to the ostensible premise of this post. Specifically, a curator of medieval manuscripts at one of the libraries of Oxford sent Newport a quote that is found in a letter from Tolkien to Stanley Unwin: “Writing stories in prose or verse has been stolen, often guiltily, from time already mortgaged…”

Before addressing–or indeed quoting–the quote, Newport riffs on “The Consolations of Fantasy” exhibit (reviewed here) and pulls up some of the art for his youtube viewers. He read in a recent biography about Tolkien “being overwhelmed by…the stresses of being in a field–philology–transforming into modern linguistics,” noting that “he was on the old-fashioned side of that.” Repeatedly, he characterizes Tolkien’s art and writing as abounding in “almost childlike, fantastical images” and takes his desire to spend more time in the “fantastical worlds” of his “childlike,” albeit “sophisticated,” imagination, as another explanation of his acute sense of stress–along with his worries about money.

Newport may or may not have ever read Tolkien–it isn’t clear–but he sees his art anyhow as being illustrative of his own recent work on “Slow Productivity.” He argues that Tolkien’s success selling books is what allowed him to spend more time on his writing and worldbuilding and to worry less about his other responsibilities; again, though, Newport seems to completely miss the point. What is it about Tolkien’s books that so captivates readers? It has less to do with a yearning for time in which to daydream and more to do with his insights about myth, drawn straight from his studies of philology and given voice in a much more famous quote from Gandalf: “All we have to decide is what to do with the time that is given us.” In his fiction, both in major works like Lord of the Rings and in small masterpieces like “Leaf By Niggle,” as well as his scholarship (talks on Beowulf and Fairy-stories are essential) Tolkien touches on just those emphatically moral dimensions so absent from Newport’s pursuit of excellence.

Now reading widely and breezily in the literature of attention is as fine a way as any to pass the summertime for a none-too-disciplined teacher like me. But make no mistake: setting aside my personal affection for Pullman, not entirely shared by my colleagues, I should clarify that second to none among our professorial and scholarly lodestars, we at VGA also count JRR Tolkien and CS Lewis. Both were eminent in their fields of language and literature, and both were theorist-practitioners of the arts of teaching and of fiction alike. And their work is at the heart of the 20C turn to myth-making which continues most vivaciously in the video game medium to the present day, and which is particularly evident in the 90’s JRPGs we never tire of playing and studying.

If it may be objected, quite fairly, that discussions of classic game series like Final Fantasy and The Legend of Zelda have been done ad nauseum, whether as podcasts, video essays, or even books, so what do we mean by proposing continually to return to them anew; much more so discussions of Tolkien and Lewis, who are the subjects of innumerable books, articles, videos, podcasts, and courses? Even a cursory glance at the literature suggests that the influence of Tolkien, Lewis, and their circle and successors on video game development and reception has been immense, as is well understood. From the very first PhD dissertation on video games by Buckles to more recent work aimed at scholars (Young), hobbyists and serious fans (Peterson), and a popular audience alike (Kohler), it is clear we would be far from surprising anyone with our discoveries about the deep ties between the seemingly dusty “Lang and Lit” debates of the early 20C and the “ludology/narratology” tug of war or “magic circle” duck duck goose of near-contemporary game studies.

To my (admittedly very incomplete) knowledge, however, what remains little noted or discussed is the role of play within the work of the Inklings and Inkling-adjacent, their predecessors (ie. Chesterton and Morris), and their major intellectual heirs (whether imitators, who are legion, or virtual parricides, in Pullman’s case). What happens when we go back to their writing the hindsight afforded by reading them in the light of video games’ subsequent developments of the themes of mythopoesis so powerfully instaurated by the dynamic give-and-take between Tolkien, Lewis, and their fellows and followers?

To illustrate just a few potential starting points:

Tolkien’s thoughts on “faerian drama” in the light of video games (Makai); the impression made on him by the play Peter Pan in his early Cottage of Lost Play writings (Fimi); games as mythopoeic narratives (Fox-Lenz) and the riddle game at the heart of The Hobbit (Olsen).

Lewis’s language of “checkmate” and “poker” to describe his conversion (Dickieson), and the ways in which imagery of play and games functions elsewhere in his apologetic writings, fiction, and scholarship:

  • “Very often the only way to get a quality in reality is to start behaving as if you had it already. That is why children’s games are so important. They are always pretending to be grown-ups—playing soldiers, playing shop. But all the time, they are hardening their muscles and sharpening their wits so that the pretense of being grown-up helps them grow up in earnest (Mere Christianity)
  • The discovery, creation, and defense of Narnia are all couched in terms of play, ie. “I’m going to stand by the play world” (The Silver Chair); and for some reason “The Great Dance” at the end of Perelandra is also called “The Great Game”
  • In his analogy of Milton asking “What kind of poem do I want to make?” with “a boy debating whether to play hockey or football,” Lewis likens the game rules to the poetic form (Preface to Paradise Lost)

To my mind, there is ample material here for a course and a curriculum. But as I say, this summer I’m spoken for, reading in the backlists of the Nobel Prize laureates from a century and more. But keep an eye out for the follow-up to Moses’ Gamelogica channel, tentatively to be known as Legendaria!

EarthBound Zero to Kentucky Route Zero: On “Music and the Video Game as Ritual Encounter,” by Tim Summers, and some of Itoi’s Influences

With plenty else to do this weekend, being as it is at once the end of MAR10 week and the day after pi day, the ides of March and the eve of St. Paddy’s, I’m popping in here at the humble video game academy just to direct your attention to a few other wonderful reads.

An imaginary video game, a Kentana Cold Snack.

First, Professor Kozlowski is back with his long-awaited, long-form essay on Library of Ruina, which will be serialized here for the next little while. In this first post, he sets the groundwork for future anthropologists interested in the MAGA, redux era in which we find ourselves, and lays out the stakes for the commentary to follow:

I came to Library of Ruina with more expectations than were reasonable.  I wanted it to be more than a game—I wanted it to be life advice, solace, and wisdom.

As it happened, I was not disappointed.

In a similar vein, I find myself turning to games and their mythological content for solace, but also to getting outside to walk and play in nature now that we are beginning to thaw. I think back to unfinished posts from past summers about then-unfinished games, like Kentucky Route Zero, and how I imagined a mod of it for every state, like Sufjan Stevens’ quixotic project of musical albums.

“Soulful, evocative, and one of the most important games of the last decade” – Elise Favis (Washington Post). That’s the 2010’s, the decade in which I played Undertale, Kentucky, and not much else that was new.

Only I would start not, like Suf, with Michigan, but with Montana, our next-state-but-one neighbor with its “Hiawatha names” (CS Lewis by way of Philip Pullman), its bike route along the repurposed train tracks, its trestles and tunnels and tales of sleeping car porters and frontier towns, like the town of Falcon. Placards along the trail, just as in an RPG or as in liner notes to an album, contribute to the worldbuilding, the sense of depth and history. While the treetops down below exhale their leaves’ water toward the sky, somewhere a driver on the highway is worrying how he’ll pay a medical bill; a trickle of water runs downhill. Call it Montana Exit Zero.

I first encountered the (actual) game at an exhibit at the Seattle Museum of Pop Culture (MOPOP; then known as the EMP). Similarly, Tim Summers, in a presentation on games and music as ritual space, notes: “the museum sequence of Kentucky Route Zero found an additional parallel when the game featured in the exhibition Design, Play, Disrupt held at London’s V&A Museum, an exhibition intended to illustrate the connections and interplay between video games and other art forms.” While he references work by Dorothea von Hantelmann, who in turn cites other artists and scholars including Chinua Achebe and Pierre Bourdieu, I can’t help but wish there were more substantial engagement with mythic language, which games speak and make space for at least as well as they foster ritual engagement. Thinking of course of Sloek, but also of a classic text like Jenkins’ “Complete Freedom of Movement,” as transmitted via Alyse Knorr’s Mario 3.

Fundamentally, though, I think Summers is on the right track. To quote from the conclusion:

If the theatre is too homogenizing and restrictive, and the museum too isolating, then games occupy a middleground of play. Kentucky Route Zero’s depictions of museums and performances make this middleground particularly telling, but the example merely provides an explicit manifestation of aspects of engaging with games more generally evident in games. It is helpful to recognize the ritual qualities of games, their structural framework, social functions and connectedness to past forms of ritual. These ritual discussions can then help to illuminate how games create a powerful and compelling aesthetic experience, and how music is an important part of this experience.

His Mother/EarthBound Zero and the Power of the Naïve Aesthetic: No Crying Until the Ending,” (chapter in Music in the Role-Playing Game) was why I became interested in Summers’ work, directed to it by the references in the anthology Nostalgia and Video Game Music. There, too, he makes a point about the effects of diegetic music (drawing on the work of a film critic named Winters, which I find delightfully serendipitous given the EarthBound connection) very similar to the approach I take in my discussions of moments of artistic ekphrasis and self-consciousness in games such as EarthBound, Xenogears, and most recently Final Fantasy VIII.

What’s more, he cites an article in comic form by Keiichi Tanaka: “A Tapestry Woven from the Words of Shigesato Itoi and the ingenuity of Satoru Iwata,” wherein Itoi’s inspiration for the conceit of including the player’s name in the credits, following Tanaka’s line of questioning, reveals itself on Summers’ reading to be a a key point of departure for the use of diegetic music in the MOTHER games. The relevant portion of the manga interview is recounted as follows:

If you could only see the manga-level big emotions on my face, “smiles and tears,” as I’m over here processing this. Maybe I should start twitch streaming myself reading and writing…

The “Climax of The Tigers: The World is Waiting for Us” has been uploaded to youtube, and segments of it are on archive.org. A screenshot of the moment Itoi is remembering (autotranslated):

Part of what makes this such a revelation (to me at least; the top commenter on the video knew 10 months ago and more–

So chalk another one up to the power of the collective internet hive mind over against, say, sensitive scholarly types like your author and Clyde Mandelin, my main resource for Itoi knowledge)–part of what makes this such a revelation that I can’t get a coherent sentence together is that it strikes me as uncannily akin to the experience JRR Tolkien had with the stage version of Peter Pan.

According to Carpenter’s biography: “In April 1910 Tolkien saw Peter Pan at a Birmingham theatre, and wrote in his diary: ‘Indescribable but shall never forget it as long as I live. Wish E. had been with me'” (53). “E” is Tolkien’s muse and future wife, Edith Bratt. Carpenter goes on immediately to another early influence, “Catholic mystic poet Francis Thompson” and especially his Sister Songs, but it is worth dwelling–and no doubt plenty of Tolkien scholars have dwelt–on Tolkien’s connection to Peter Pan and this particular version of it, which he could not describe for all his poetic, sub-creative powers of description, and regarding whose inexpressible contents he had a particular audience or rather companion in mind. Particularly in light of his discussion of “faerian drama” as “Enchantment” in his essay On Fairy-stories, Tolkien’s experience of the audience participation in reviving Tinkerbell by applauding (or not) and Itoi’s of the audience cheering and singing along with the Tigers make for a fascinating comparison.

Tigers also provides an equally illuminating contrast with the film influence that I did know about when I was really studying Itoi’s games, thanks to Mandelin and his Legends of Localization:

The Traumatic Inspiration Behind Giygas’ Dialogue
Shigesato Itoi has stated that the mixture of pain and joy that Giygas speaks about was inspired by a traumatic childhood memory. As a young boy in the 1950s, Itoi visited a movie theater but accidentally went into the wrong screening room. He saw a scene from Kempei to Barabara Shibijin (“The Military Policeman and the Dismembered Beauty”), a mystery film with elements that were considered dark and appalling at the time.

The scene in question involved a woman being murdered while making love to her fiance. The sickening mixture of pain and pleasure greatly disturbed the young Itoi, who ran home and barely spoke a word that night. Itoi wanted players to experience that same feeling during the final battle of Mother 2, so he wrote Giygas’ text to include a combination of pain, pleasure, and more.

Itoi recalls another incident that inspired Giygas’ dialogue:

Gyiyg snaps and loses his mind, as you know. Well, this probably isn’t the nicest topic to bring up, but a long time ago I happened to witness a traffic accident. A young woman was lying on the ground, but instead of saying “I can’t breathe!” or “Help!”, she cried out, “It hurts!” That really disturbed me. I felt that having Gyiyg say this same line would make you reluctant to attack him, even though he’s the enemy. He’s even calling your name the entire time. As for the line “It’s not right”, it means “What you’re doing isn’t right, and what I’m doing isn’t right.” I have to say, a chill went through me when I was coming up with all of these lines.

Whereas, Summers points out in his analysis, with the “Eight Melodies” theme Itoi not only has indelibly marked a generation of players of the original game with a distinctly childlike and “naive” impression of the power of art, but this song has even been included in Japanese elementary school music textbooks for decades, touching a generation that perhaps has never played the original game. Here are Itoi, Suzuki, and Tanaka in conversation about it: “MOTHER’s music was demonic” 😮

With that, I’ll go back to my own reading and writing and touching grass. As Thompson has it:

From its red leash my heart strains tamelessly,
For Spring leaps in the womb of the young year!

Hope you enjoyed your St. Paddersday, and here’s to spring!

All Myths are Myths of Creation: Devotional Language, by Johannes Sloek

I’ve just been rereading this book and I won’t stop telling everyone how much I love it: it’s as good and better than I remember. Look, I tell them, if you’re at all interested in mythology, theology, philosophy, language, culture, education–practically anything relevant to the inner life, and the possibility of cultivating and expressing it in any way–you should read Devotional Language, by Johannes Sloek. I’ll send you a pdf that I found, since the book is expensive and hard to find, and it’s not even all that long; you can read it in few sittings; you can sit with it a lifetime. Just ask! So far exactly one person has taken me up on this belated enthusiasm for the preeminent 20th-century Kierkegaard scholar’s work, my friend and co-founder of this humble Video Game Academy, Ben, known online and to his students as Professor Kozlowski.

Continue reading “All Myths are Myths of Creation: Devotional Language, by Johannes Sloek”

Time for TexMoot

Suddenly here we are. Beyonce’s album dropped a week ago. It’s already the first Saturday in April.

At 10:55 and again at 4:15 Central Time, we’ll be talking video games as part of TexMoot, one of Signum University’s regional gatherings. This year’s theme is Storytelling Through Play: Games and Immersive Narratives. Many thanks to the organizers!

Here’s what I hope to talk about.

First, the morning’s discussion panel on Teaching Video Games.

In recent years, video games have become the subject of critical thought and inquiry, giving rise to engaging works of scholarship and amateur discourse, as well as featuring prominently in other artistic media such as novels, films, and music. My own contribution to this discourse has taken the form of online courses for kids and adult learners, in-person electives in public schools, and long-form podcasts, essays, and interviews. I’ve read and listened to a fair amount of the literature on games, but I know I am still only scratching the surface. Inviting participants to share their own experiences studying and teaching about video games in academic settings, ranging from higher ed to K-12 schools, we’ll discuss the value and meaning of video games as a topic of research bridging STEM fields and the humanities.

A prospectus for an unwritten chapter on the topic.

Slides to look at from SPACE. (Spoilers for Tomorrow, and Tomorrow, and Tomorrow.)

Yet another approach, for teaching at the college level: Alyse Knorr’s Video Games and Meaning.

Then in the afternoon, time permitting, a paper presentation: Rat Tail and Knights of the Round: Summoning King Arthur in Final Fantasy IV and VII.

Video games play a significant role in transmitting images of heroism in contemporary culture. This talk concerns allusions to King Arthur in the Final Fantasy video game series, read in the light of mythic narratives present in the role-playing game genre. I focus on representative Arthuriana in Final Fantasy IV and Final Fantasy VII, which I take to be illustrative of the tension between crystalizing and splintering tendencies at work in the series. I draw comparisons between two major examples, the Excalibur weapon and Knights of the Round summon magic. For a tentative framework of theory, I make reference to Tolkien’s imagery of light as refracted by Verlyn Flieger’s analysis in Splintered Light.

More slides.

…But seriously, have you listened to Cowboy Carter yet?!